Fidgit's Analysis Workshop

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Next on the list is Fidgit. Again, if you have any suggestions to make, don't be afraid to post. I like feedback. I will gradually add in the comments so keep an eye out once they come (probably in the next couple of days).

Status: COMPLETE (ready for upload)


Fidgit

<h2>Overview</h2>

<p>Fidgit is undoubtedly one of the best supporting Pokemon in the game; whether it be setting up a full layer of Spikes or locking the opponent into one move with Encore, Fidgit does it very well. Fidgit has the Speed, bulk, and abilities to pose a significant defensive threat to the opponent. Fidgit's typing also provides it the ability to absorb Toxic Spikes on your side of the field as necessary. One of the great things about Fidgit is that its moveset can be tailored to what your team needs. For example, should your team need entry hazard and Wish support, Fidgit can perform that role admirably. Finally, its numerous resistances and immunities give it many opportunities to switch in and initiate its supporting of your team.</p>

<p>Unfortunately, since Fidgit is designed to support its team, it has many of the same glaring weaknesses of other such Pokemon. Most of Fidgit's movesets utilize two to three supporting moves, meaning that it suffers significantly by being Taunted. Pokemon such as Aerodactyl, Azelf, and Gyarados, all of whom pack an immunity to Fidgit's Earth Power, can Taunt Fidgit and set up on it. Being offensively weak and lacking reliable recovery outside of the two-turn Wish does not help it either, as any strong attacker that doesn't take a lot of damage from Fidgit's Earth Power can take it down without much trouble. A problem of lesser concern is that with all of the great supporting options Fidgit has, it's usually impossible to fit everything you want onto one set.</p>

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<p>Fidgit is an incredibly successful supporter in the OU metagame, due to its defensive typing, great overall bulk, and gargantuan support movepool. Not many Pokemon can boast the sheer versatility of Fidgit, making it a reliable Pokemon for nearly any team. Its aforementioned characteristics give it many opportunities to switch in and spill out entry hazards onto the opponent's field or Rapid Spin entry hazards set up by the opponent, contributing to the threatening supporting Pokemon Fidgit is.</p>

<p>Spikes is the primary entry hazard to use because it's capable of scraping off up to 25% health from the majority of the metagame. As for the second slot, it really depends on your team. Fidgit is one of the few effective Rapid Spinners in the OU metagame because of the amount of opportunities it has to switch in, and so its the most important option to have at your disposal. On the other hand, Toxic Spikes is useful for Pokemon on your team that have more stall-oriented sets, such as Calm Mind Jirachi, SubRoost Zapdos, or RestTalk Gyarados, since the constant poison damage will aid them in scoring more KOs. It's possible to use Stealth Rock as an alternative to one of the entry hazards, since Stealth Rock is perhaps the most effective entry hazard; however, because there are already a large number of effective Stealth Rock users to choose from, it's recommended to capitalize on Fidgit's access to the other entry hazards, as it's one of the few Pokemon that set them up well.</p>

<p>The third moveslot is open to Encore, which makes Fidgit more threatening as a supporter and helps it further achieve its ability to set up entry hazards and Rapid Spin. For example, it can switch into Blissey's Softboiled, Rotom-A's Thunderbolt, Snorlax's Curse, or Jirachi's Calm Mind and threaten to force them into using that same move for up to eight turns, buying Fidgit time to set up or Rapid Spin. However, this strategy comes at its own cost, because your opponent can just as easily suspect Encore and switch out to a Pokemon to threaten Fidgit, leaving it to accomplish nothing. Finally, the last moveslot is for Earth Power so it won't be completely vulnerable to Taunt. If you do use Rapid Spin, Shadow Ball is an option in the fourth slot to hit incoming Ghost-types that try to absorb Rapid Spin. Fidgit's EVs and Timid nature are chosen to optimize its Speed and bulk so it can support as much as possible while at worst Speed tying with opposing Fidgit.</p>

<p>Fidgit is one of those Pokemon that can fit into virtually any team and be successful at its job, but there are a variety of team options to consider for Fidgit on defensive teams or on offensive teams. On defensive teams, Fidgit can benefit from Wish support, due to the fact that it lacks an instant recovery move outside of Rest. With the help of Wish, Fidgit can be more effective at setting up multiple layers of entry hazards or Rapid Spinning, since it now has the ability to stick around longer. Vaporeon is a great Wish passer, thanks to its excellent overall bulk. Also, Vaporeon can easily take on Gyarados if it uses Hidden Power Electric, a Pokemon that Fidgit does not want to be up against. Blissey is another excellent Wish passer, as she can easily sponge up special attacks fired at Fidgit thanks to her amazing HP and Special Defense stats. With defensive teams commonly being weak to big set-up threats like Suicune or Jirachi, Fidgit can stop them by Encoring their Calm Mind to force them out. Also, this is especially useful because these Pokemon are likely to be the final Pokemon on the opponent's team. With offensive teams, on the other hand, Fidgit's ability to set up multiple entry hazards will aid sweepers such as Gyarados and Salamence to turn some their 2HKOs into OHKOs. These two Pokemon are also weak to Stealth Rock, which Fidgit can remove. To aid Fidgit in Rapid Spinning successfully, especially if you don't run Shadow Ball, Pursuit users are recommended. Choice Scarf Tyranitar is a great candidate for disposing of Ghost-types such as Gengar and Rotom-A who commonly switch into Fidgit, and, like Gyarados and Salamence, Tyranitar benefits from Fidgit's entry hazards. Furthermore, Fidgit's typing and ability allow it to be immune to sleep, poison, and Electric-type attacks that induce paralysis status, which the aforementioned sweepers hate to be affected by.</p>

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<p>Fidgit has several qualities that make it a great candidate for setting up Trick Room or Gravity, the greatest of which is Persistent, which increases the duration of field-effect moves by two turns. Its solid defensive typing, stats, and a massive support movepool further its ability to set-up these field-effects.</p>

<p>Fidgit's moveset is dedicated to setting up one of the field-effect moves and supporting the team at the same time. Trick Room and Gravity are the two most competitively viable field-effecting moves, since they can be extremely threatening if used correctly. U-turn is an excellent scouting move, especially once you use Trick Room or Gravity, to let you scout the opponent's switch-in if they attempt to counter the respective field-effect move. Wish lets Fidgit heal its teammates upon switching in, which is particularly useful when bringing in your sweepers. Lastly, Earth Power serves as a reliable offensive STAB attack so Fidgit won't be too vulnerable to Taunt. Trick Room and Gravity aren't the only field-effecting moves Fidgit can use, though; Tailwind is also an option. Even though it may not be as viable as the others considering how short it is, only lasting for five turns even with the help of Persistent, it has the potential to be put to use by some teams.</p>

<p>If you opt to use Trick Room, you may think that it's counter-productive to invest in maximum Speed, since Fidgit will be moving last most of the time. There is one big benefit from moving after the opponent, though, and that is that Fidgit can use U-turn after the opponent moves to get the sweeper that will be abusing Trick Room into combat untouched. If you feel that Fidgit isn't bulky enough, there's no harm in using a defensive EV spread to improve Fidgit's survivability so it can set up more often.</p>

<p>Depending on which field-effect move you use, different team members should be considered. For Trick Room, it's obvious to use Pokemon that are extremely slow so that they are guaranteed to move first. Some of the most common and viable Trick Room sweepers are Snorlax, Slowbro, Marowak, Rhyperior, and Tyranitar. Snorlax is one of the slowest Pokemon in the whole game, reaching a pathetic Speed stat of 86, which means that it will nearly always be the one moving first under Trick Room. Slowbro is capable of using a threatening sweeping set with Calm Mind and Slack Off, and is the slowest Pokemon that retains a high base Special Attack stat of 100. Slowbro can also set up its own Trick Room to keep it going. Marowak holds the title as the strongest physical attacker, hitting a massive Attack stat of 568 with Thick Club that can be boosted further with Swords Dance. Rhyperior functions similarly to Marowak, but has a larger movepool that includes Megahorn and grater general bulk with Solid Rock. Lastly, Tyranitar is a fantastic mixed sweeper, being able to rip through stall with its huge offensive movepool. Gravity, on the other hand, is interesting in that it can be used either offensively or defensively. By playing Gravity offensively, using Pokemon that have access to moves like Hydro Pump, Thunder, Blizzard, and Fire Blast are worth considering. Starmie is a good example of a Pokemon that has high-powered, low accuracy moves, and can be a huge offensive threat with Life Orb. Rotom-F and Rotom-W can abuse perfectly accurate STAB Thunder attacks, with the former able to take advantage of Blizzard, and the latter Hydro Pump. Pokemon with Ground-type moves are also recommended, as they gain the ability to hit Flying-types and Levitators when Gravity is in play. As for using Gravity with a defensive bias, setting up Toxic Spikes and Spikes will punish even Pokemon that are normally immune to them. Pokemon like Zapdos and Flygon will be poisoned from Toxic Spikes and will take up to 25% damage from Spikes. Roserade and Skarmory are two choices for setting up Toxic Spikes and Spikes, respectively. Roserade's high Speed and access to Sleep Powder almost always guarantees it to set up a full layer of Toxic Spikes, while Skarmory's fantastic Defense gives it many opportunities to lay down several layers of Spikes. Skarmory also has access to Whirlwind, which it can use repeatedly to constantly damage all Pokemon on the opponent's team with Gravity in play.</p>

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<p>Fidgit has all of the essentials to run a successful dual screen set. Its amazing defensive typing and solid stat spread give it many opportunities to switch in and set up Reflect and Light Screen. In addition, its gigantic support movepool comes into play once more to aid its team. This also differentiates Fidgit from other common dual screeners like Bronzong and Jirachi as they just don't have the same breadth of support moves as Fidgit.</p>

<p>The third moveslot is open for whatever your team needs most, though Wish, Taunt, and Encore stand out the most as the most helpful. With Wish, Fidgit can reliably heal itself and its teammates. It also works fantastically in conjunction with dual screens because with the defensive support they provide, Fidgit doesn’t have to worry about the fact that Wish takes two turns to activate. When someone is up against a dual screener, they tend to react to it by sending in a Pokemon that can either set up or phaze it. With that said, Fidgit can eliminate this risk by using Taunt to disable the opposing Pokemon from using these types of moves. Lastly, Encore gives Fidgit additional opportunities to set up Reflect and Light Screen while letting Fidgit defensively threaten users of non-damaging moves, such as Blissey's Thunder Wave and Suicune's Calm Mind. To keep Fidgit from being vulnerable to Taunt, the last moveslot is filled with either U-turn or Earth Power. U-turn is recommended to give Fidgit the ability to scout the opponent’s switch-ins and deal a bit of damage as it switches out, while Earth Power is an excellent STAB attack to use when needed.</p>

<p>Light Clay is the superior item for this Fidgit, since it provides an extra three turns to both Light Screen and Reflect, which can be crucial for winning the battle. However, if you feel that Fidgit needs extra survivability, Leftovers is still a great choice. As for the nature, it really depends on what move you use in the last moveslot. U-turn works well in tandem with Jolly, because it doesn't lower Fidgit's Attack like Timid does, while Timid is the better way to go when using Earth Power.</p>

<p>Teaming up Fidgit with Pokemon that can abuse the dual screens is mandatory. Pokemon like Jirachi, Gyarados, and Salamence can take advantage of the screens with their stat boosting moves. Jirachi can set up an extremely sturdy Substitute, allowing it to further set up Calm Minds with ease. Gyarados and Salamence can gather multiple Dragon Dance boosts, enough for them to rip even prepared teams to shreds. Besides Pokemon that stat boost and sweep, using Baton Passing Pokemon is also a great way to abuse Reflect and Light Screen. For instance, Pure Baton Passer Gliscor will be very hard to take down under screens, buying it enough time to set up multiple Speed and Attack boosts. It can then Baton Pass them onto a sweeper like Metagross with a couple of turns of dual screens left for the sweeper to abuse.</p>

<h2>Team Options</h2>

<p>Fidgit is useful on a variety of teams, ranging from stall teams to teams that take a more offensive approach. That being said, its team options can be divided into two categories: defensive and offensive.</p>

<p>Fidgit plays a significant role on defensive teams, mostly because of its ability to counter common stall threats like Substitute + Calm Mind Jirachi, Calm Mind Suicune, and Swords Dance Lucario. Since Fidgit almost always uses entry hazards in its movesets, it's best to use Pokemon with phazing moves, such as Whirlwind Skarmory, Roar Swampert, or Perish Song Celebi. Skarmory boasts a high Defense stat, can set up Spikes if Fidgit isn't already using it, and can spam Whirlwind to force the opponent to take constant entry hazard damage. Swampert works the same way, except it uses Stealth Rock and Roar instead. Celebi takes a slightly different approach, using Perish Song to force switches. It can also take on many versions of Gyarados, which Fidgit definitely hates being up against. It's good to note that if you use Swampert and Skarmory for Stealth Rock and Spikes support, respectively, Fidgit can complete the three different types of entry hazards by using Toxic Spikes. Using Pokemon that can lure in Pokemon Fidgit handles is also worth considering. For example, Blissey can lure in Calm Mind Suicune or Toxic stalling Zapdos, allowing Fidgit to switch right into their Calm Mind or Toxic, respectively, Encore, and force a switch, giving Fidgit the perfect opportunity to lay down more entry hazards or Rapid Spin. Speaking of Rapid Spin, Fidgit is an extremely viable entry hazard remover (also absorbing Toxic Spikes), because it has so many opportunities to do so with its solid typing and stat distribution. With entry hazards removed, its teammates will have an easier time stalling, especially when using Pokemon like Blissey, Vaporeon, and Celebi that hate Toxic Spikes.</p>

<p>Offensively, Fidgit normally doesn't receive any support from its teammates, but rather its teammates enjoy Fidgit's support instead. Many sweepers can use Fidgit's entry hazards to great effect as they will turn some 3HKOs into 2HKOs or 2HKOs into OHKOs. Gyarados is an excellent Pokemon to consider pairing Fidgit with, as they cover each other's weaknesses well. Gyarados hates being hit by Electric- and Rock-type moves, but Fidgit can switch into them with impunity and force a switch with Encore, while Gyarados can gain a free switch-in from Water- and Ground-type attacks fired at Fidgit. Sweepers often find themselves being faced with a defensive wall that pack moves that may cripple the sweeper, such as Thunder Wave or Toxic. Fidgit will happily switch into these Pokemon, such as Blissey and Cresselia, and momentarily cripple them with Encore. This makes Fidgit a very beneficial defensive pivot for your sweepers. Besides setting up entry hazards on the field, Fidgit's ability to reliably remove entry hazards will be very helpful for Stealth Rock-weak sweepers such as Salamence and Gyarados. One form of support that Fidgit appreciates from offensive teams is Pursuit. Pursuit users like Tyranitar can easily demolish the Ghost-types that like to switch into Fidgit's Earth Power and Rapid Spin, particularly Rotom-A. With these eliminated, Fidgit's job becomes that much easier.</p>

<h2>Optional Changes</h2>

<p>Fidgit commonly uses support sets, as its role is dedicated to supporting its team and itself. This does not mean Fidgit can't be used offensively, however, because it can potentially surprise its opponents by hitting reasonably hard with a Choice Specs or Life Orb set. Even though it may not have the best special movepool around, it does have moves such as Earth Power, Energy Ball, and Sludge Bomb. Fidgit has a usable physical movepool, but its poor Attack stat makes it hard for Fidgit to take advantage of such options. It's highly recommended to steer away from using Fidgit offensively, though, as there are better Pokemon for the job and Fidgit has more important things to be doing.</p>

<p>When it comes to additional support moves, Fidgit has a wide array of moves to choose from. Knock Off is useful in removing an important item from the foe, such as Tyranitar's Choice Band or Blissey's Leftovers. Safeguard can be used to protect Fidgit's team from status for several turns, but Fidgit is already immune to paralysis that comes from Electric-type attacks, poison, and sleep (assuming it has Vital Spirit). Fidgit can make good use of Whirlwind, being able to force the opponent to take damage from the entry hazards it has set up. Whirlwind also works well with Encore, as Fidgit can use Whirlwind once it forces the opponent out by Encore, racking up even more residual damage. Lastly, RestTalk Fidgit with Spikes and Toxic Spikes is a possibility, but is highly susceptible to being Taunted, so it is recommended to use at least on attacking option.<p>

<p>Rain Dance and Sunny Day are viable options that Fidgit can run on the Field-Effect Supporter set. Since Fidgit packs a multitude of support options, fantastic typing, and a great stat spread, many rain and sun sweepers will enjoy having Fidgit aid them in their sweep. Sadly, Persistent doesn't increase the duration of Rain Dance or Sunny Day, meaning Fidgit will have to use Damp Rock or Heat Rock to set up eight turns of rain or sun, respectively.</p>

<p>Torment is an interesting move Fidgit can put to use. Since it stops the opponent from selecting the same move twice, it can easily force the opposing Pokemon to switch out if they have been Encored. On top of that, Fidgit's defensive typing has a large number of resistances and immunities, it has an easier time setting up entry hazards, since the opponent may not have run two moves that hit Fidgit super effectively in their moveset at once. As a bonus, it can force switches from Choiced users as they are no longer capable of attacking twice with their selected attack.</p>

<p>Block can potentially trap a Pokemon that doesn't harm Fidgit in any way and set up full layers of entry hazards. Not only can it trap the opposing Pokemon, but Fidgit can use it in tandem with Encore to further render the opponent unable to stop it accomplishing its goal.</p>

<h2>CAP Metagame</h2>

<p>Fidgit's supporting capabilities, typing, and stat spread help it threaten many CAP Pokemon. Revenankh, Arghonaut, Kitsunoh, and Cyclohm are examples of CAP Pokemon that generally dislike being against Fidgit. With Revenankh's common movesets containing Rest and Bulk Up, it easily falls into the trap of Encore, forcing it to switch out and lose all of its gathered boosts. Arghonaut works in the same way as Revenankh because Fidgit can Encore Arghonaut's Recover, STAB Fighting-type attack, Substitute, and the occasionally seen Bulk Up. Fidgit's great physical bulk and access to Earth Power give it the ability to threaten almost all variations of Kitsunoh, only needing to watch out for Ice Punch. Lastly, Fidgit can fearlessly switch into Cyclohm's Thunderbolt or Slack Off and either use Encore or hit it for heavy damage right away with Earth Power. All of these forced switches Fidgit causes against the aforementioned Pokemon give it many opportunities to lay down more entry hazards.</p>

<p>Colossoil, Stratagem, and Syclant are the three Pokemon Fidgit absolutely hates being put up against, mainly because Fidgit can't seriously threaten them. Colossoil's high base HP allows it to take Fidgit's Earth Power with ease and retaliate with a super effective Earthquake or dispose of any entry hazards Fidgit has set up with Rapid Spin. Stratagem with Levitate are immune to Earth Power and defeat Fidgit with their own Earth Power. Lastly, Syclant's STAB Ice-type attacks and resistance to Earth Power spell doom for Fidgit. Syclant can also set up Spikes should it predict Fidgit switching out.</p>

<h2>Counters</h2>

<p>Fidgit is a very versatile Pokemon, but there exist several ways to cripple it. Taunt is a big issue for Fidgit because it will shut down nearly tits entire moveset in most cases, forcing it to attack the opponent with a weak attack. Gyarados is a good example of a Taunt user that makes Fidgit completely useless, gaining a free Dragon Dance boost as Fidgit switches out. For Taunt users to deal with Fidgit leads, Aerodactyl and Azelf are excellent candidates, both of whom are immune to Earth Power and can set up Stealth Rock. Trick coming from the likes of Latias or Rotom-A is another common problem Fidgit encounters, as Fidgit with a Choice item hinders its ability to do its job and makes it easy set-up bait. One of the biggest issues Fidgit has is its lack of reliable recovery (Wish still isn't good enough), which generally results in Fidgit falling prey to repeated, powerful attacks.</p>
 
Also, proposing the best Fidgit ever. :P

[SET]
name: Lead
move 1: Taunt / Encore
move 2: Stealth Rock
move 3: Spikes / Toxic Spikes / Rapid Spin
move 4: Earth Power / Taunt
item: Leftovers
ability: Vital Spirit
nature: Timid
evs: 252 HP / 4 Def / 252 Spe
first of all, i'm going to point out that this is an extremely generic fidgit. why does it need to be a separate set, marked as a lead? what makes it so different?

(Not actual set comments, just my reasoning for including it)
This Fidgit is the lead-Fidgit set that's recently put Fidgit in higher usage than Strata and has taken #3 on the leads list. Fidgit makes an excellent lead for numerous reasons. Firstly, it's fast and can pick up a clean Taunt right away, being beaten to the punch only by Azelf and Aerodactyl.
in other words, both of the common taunters beat it?
It soundly beats leads that rely on Sleep such as Roserade and Smeargle, and can throw down any of the entry hazards without much trouble.
yeah but nobody uses them in a fidgit metagame anyway; literally any fidgit beats them.
I find Taunt the most useful option in the first slot, but if you're running Spin you can get away with Encore
why?
You can also run both Taunt and Encore to support at different levels, but I generally recommend EP for a STAB attack and to prevent you from being Taunt bait.
i don't understand how you're not taunt bait; azelf and aerodactyl are both immune to earth power.

if this should be a set, it certainly should be a specific set and not covered in slashed moves. you're also going to have to mention a few more things that it actually beats (if there are any) because beating roserade and smeargle is nowhere near a good reason to use a fidgit lead.
 
Sorry R_D, but Fidgit isnt a good lead, since it loses against too many leads (and in a really bad way).

let's see how this Fidgit fares against the most common leads (reference: http://www.smogon.com/forums/showpost.php?p=2601125&postcount=5):

Stratagem: You lose, Earth Power 2HKOes and the best you can do is lay 1 level of Spikes or Stealth Rock
Jirachi: ScarfRachi outspeeds you and either Tricks you his Choice Scarf (best scenario) or 2HKOes you with Zen Headbutt, with a 40% chance of flinching you (worst scenario)
Syclant: You lose, Blizzard is a clean OHKO
Metagross: Even match up, he can 2HKO with EQ, but you are faster and can 2HKO with Earth Power. So, either you set up and die or attack and forego set upping.
Swampert: You don't exactly lose against Swampert, but you have a definite disadvantage, since, even if you are faster, you are taking massive damage if you attempt to set up (either EQ or Surf, pick your poison).
Azelf: You lose, Azelf 2HKOes with either Psychic and Zen Headbutt, but most importantly, it can Taunt you and then begin set up SR and/or Screens unscathed.
Starmie: You lose, Hydro Pump is a OHKO, and if you ever manage to set up Spikes, Starmie can spin them away.
Kitsunoh: You have a slight advantage, but you still risk getting Tricked a Choice Scarf and let something else set up on you.
Pyroak: Good match up, Pyroak can break you on the offensive, but you are faster and so you should manage to set up anyway. Besides, you are immune to Sleep Powder

So, basically, out of the top 10 leads, you only win against Pyroak and - sometimes - Kitsunoh and Metagross. This does not sound like a good lead to me. Fidgit is definitely better as a midgame setupper, sorry.

EDIT: @Mattman: This is why I said "risk" instead of "will"^^
 
Kitsunoh: You have a slight advantage, but you still risk getting Tricked a Choice Scarf and let something else set up on you.
I'm sorry to point this out, but a good portion of those Kit leads (read: mine) have nothing to do against Fidget other than Fake out and U-turn to a counter, possibly Burning it.
 
Guess I'm just a bit biased because it's the only lead that reliably beats Pyroak (Pyroak fails to 2HKO unless it invests massively in attack, which makes it lose as a lead to tons of stuff). I've had a lot more success with it in the CAP metagame than theory suggests that I should, though, which is strange. Oh well. (>2/3 of my teams use it to great success, and I don't bullshit you there)

You should also be looking at a lead list for OU, not CAP, obviously... Fidgit doesn't fare that well against most of the list anyways, though, so that point is moot.
 
Yeah, Fidgit is not a very good lead in the OU metagame. It's forced out by a ton of other common leads. I'm going to start adding in some content soon.
 
I finally got around to finishing this analysis. I'm sorry for the delay, I've been working on other things lately. Anyway, I'd appreciate some proofreads and commentary as of now. The analysis isn't perfect, so I need your help. ;)
 

macle

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<p>Fidgit has several qualities that make it a great candidate for setting up Trick Room or Gravity, including Persistent, which increases the duration of field-effect moves by two turns, solid defensive typing and stats, and a massive support movepool.</p>

<p>Fidgit's moveset is dedicated to setting up one of the field-effect moves and supporting the team at the same time. Trick Room and Gravity are the two most competitively viable field-effecting moves, since they can be extremely threatening if used correctly. U-turn is an excellent scouting move, especially once you use Trick Room or Gravity since you can potentially scout the opponent's switch-in if they attempt to counter the respective field-effect move. Wish gives Fidgit the ability to heal its teammates upon switching in, which is particularly useful when bringing in your sweepers. Lastly, Earth Power serves as a means of a reliable offensive STAB attack so Fidgit won't become vulnerable to Taunt. Trick Room and Gravity aren't the only field-effecting moves Fidgit can use, though, since there is the uncommonly seen Tailwind. Even though it may not be as viable as the others (considering how short it is, only lasting for five turns with the help of Persistent), it may still be used if you feel the need to try something new.</p>
i'll go more indepth later.
 
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Anything Italicized is just imo

<h2>Overview</h2>

<p>Fidgit is undoubtedly one of the best supporters in the game; whether it be setting up a full layer of Spikes or locking the opponent into one attack via Encore, Fidgit does it very well. On top of that, Fidgit has the Speed, bulk, and abilities to become a big nuisance towards the opponent. One of the great things about Fidgit is that its moveset can be tailored to your team's liking. For example, should your team need entry hazard and Wish support, Fidgit can do that. Furthermore, its numerous resistances and immunities give it many opportunities to switch in and begin its job as a solid supporter Pokemon.</p>

<p>Unfortunately, since Fidgit is designed to support, it comes with a few negative effects (Maybe "weaknesses": I think it sounds better). Most of Fidgit's movesets utilize two to three supporting moves, meaning that it is easy Taunt bait to the opponent. Pokemon like Aerodactyl, Azelf, and Gyarados, all of whom pack an immunity to Fidgit's Earth Power, can Taunt Fidgit and the former two can set up Stealth Rock, while the latter can boost its stats with Dragon Dance. Being offensively weak and lacking of (or "and having a lack of") reliable recovery outside of the two-turn Wish does not help it either, as any strong attacker that doesn't take a lot of damage from Fidgit's Earth Power can take it down without worry. Another difficulty of lesser concern is the fact that Fidgit has endless possibilities to choose from, and since Fidgit suffers from four moveslot syndrome, it can get quite annoying. I think this should be worded differently, maybe - "A problem of lesser concern is that with all of the great supporting options Fidgit has, it's usually impossible to fit everything you want on to one set." - or something. Obviously completely up to you.</p>

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<p>Fidgit is an incredibly successful dual entry hazard supporter in the OU metagame. This is because of its perfect defensive type combination, great overall bulk, and gargantuan_ (there's an extra space here) supporting movepool. Not many Pokemon boast all three different types of entry hazards, which really makinges Fidgit a reliable Pokemon for a team in need of any specific type of hazard. Not only that, but its aforementioned characteristics mentioned above give it many opportunities to switch in and spill out entry hazards onto the opponent's field, making Fidgit a very threatening supporter.

<p The main selling point with Fidgit is its access to both Spikes and Toxic Spikes, which this set tends to abuse. Spikes is the primary entry hazard to use because it's capable of scraping off up to 25% health from the majority of the metagame. As for choosing the second entry hazard, it really depends on your team. Toxic Spikes is useful for Pokemon on your team that have more stall-oriented sets, such as Calm Mind Jirachi, SubRoost Zapdos, or RestTalk Gyarados, since the constant poison damage will aid them in scoring more KOs. However, Stealth Rock is one of the most common moves used in the current metagame and always damages the opposing Pokemon (aside from Magic Guard Clefable), which is always beneficial. Also, with the combination of Stealth Rock and Spikes, your opponent is guaranteed to be affected by either or both of them. Even though Spikes is the primary entry hazard to use, it doesn't mean that you can't use Toxic Spikes and Stealth Rock instead. If your team already uses a Spikes supporter, then it would be fine to use both of those entry hazards. However, it's generally recommended to use Spikes and Toxic Spikes since there already a vast amount of Stealth Rock users in the metagame you can use. Also, because of Fidgit’s excellent typing, stats, and support moves, it has an easier time setting them up, unlike Pokemon like Forretress.</p>

<p>The third moveslot is open to Encore. With Encore, Fidgit becomes more threatening as a supporter and helps it achieve many more layers of entry hazards than usual. For example, it can switch into Blissey's Softboiled, Rotom-A's Thunderbolt, Snorlax's Curse, or Jirachi's Calm Mind and threaten to force them into using that same move for up to eight turns, buying Fidgit time to set up as many hazards as it can. However, this strategy comes at its own cost, because your opponent can just as easily suspect Encore and switch out to a Pokemon to threaten Fidgit, leaving it to accomplish nothing. These aren't the only moves Fidgit can use, though, as it has other viable moves such as Wish, Knock Off, dual screens, Block, and most importantly, Rapid Spin. However, Encore has been proven more useful as it helps Fidgit accomplish its task the most. Finally, the last moveslot is given to Earth Power so it won't be completely vulnerable to Taunt. I personally prefer to run these options (if I do, in fact run one) over Earth Power, rather than Taunt. As was mentioned before, most Taunt users are immune to Earth Power (Azelf, Aerodactyl, Gyarados) so the only time Earth Power will be helpful is if they switch to a pokemon that takes decent damage from it (which is rare). I'm no Fidgit veteran though, so if you find it useful, by all means ignore this.</p>

<p>Fidgit is one of those Pokemon that can be fit into virtually any team and be successful at its job, but there are a variety of team options for Fidgit being used on defensive teams and or on offensive teams. On defensive teams, Fidgit can benefits from Wish support, due to the fact that it lacks an instant recovery move outside of Rest. By providing it with Wish support, Fidgit can be more effective at setting up multiple layers of entry hazards, since it now has the ability to stick around longer. Vaporeon is a great Wish passer, thanks to its excellent overall bulk. Also, Vaporeon can easily take on Gyarados if it uses Hidden Power Electric, a Pokemon that Fidgit does not want to be up against. Blissey is another excellent Wish passer, as she can easily sponge up special attacks fired at Fidgit thanks to her amazing HP and Special Defense stats. Besides supporting Fidgit with Wish, Fidgit can return the favor by supporting its team as well. Is this necessary? Fidgit's supporting ability has already been emphasized a lot. With defensive teams commonly being weak to big set-up threats like Suicune or Jirachi, Fidgit can stop them by Encoring their Calm Mind, forcing them to switch. Also, this is especially useful when they are the last Pokemon, because these kind of Pokemon are likely to be the remaining final Pokemon on the opponent's team. With offensive teams, on the other hand, Fidgit's ability to set up multiple entry hazards will aid its sweepers such as Gyarados and Salamence to potentially turn their 2HKOs into OHKOs. Also, Fidgit's typing and ability allow it to be immune to sleep, poison, and Electric-type attacks that induce paralysis status, which sweepers hate to be affected by.</p>

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<p>Fidgit is one of the best, if not the best, Rapid Spinners in the OU metagame. It has all of the traits that needed to support this statement: excellent defensive typing that packs numerous amounts of resistances and immunities, great overall bulk, and an insanely large supportive movepool.</p>

<p>Since this set is dedicated to successfully removing entry hazards upon your field, the moveset reflects this. Encore is perhaps the crux of this set and what differentiates Fidgit from the rest of the Rapid Spinners, as no one else has access to that combo. With Fidgit packing excellent typing, it can switch into a vast amount of moves that can be Encored. For instance, Blissey will be caught using Thunder Wave, Jirachi will be stuck to usinge Calm Mind, and Skarmory will have to use Spikes, meaning Fidgit has the perfect opportunity to remove any entry hazards for free with Rapid Spin. Since Ghost-types are the only Pokemon that are immune to Rapid Spin, Shadow Ball serves as an excellent check to these threats as they no longer hold the ability to completely wall Fidgit. Lastly, Earth Power is an great STAB attack to use when needed, and also has the handy chance at lowering the opposing Pokemon's Special Defense by one stage. However, Earth Power is definitely not necessary on this set, so Fidgit can run any other support move in that slot as you see fit, such as Spikes or Wish.</p>

<p>When using this set, there's a helpful tip to keep in mind that will almost always guarantee Fidgit to remove entry hazards your opponent has set up. When Rotom-A (the most common Rapid Spin blocker) is out on the field, this is when the process begins. By using Pokemon that can lure in Rotom-A's Electric-type attacks, Fidgit can safely switch into it and use Encore. Once that has been accomplished, start to repeatedly use Rapid Spin. Rotom-A will most likely switch out because it doesn't want to be stuck into using Electric-type moves that Fidgit laughs at, which means Fidgit will highly likely be Spinning away the hazards.</p>

<p>Fidgit uses a different EV spread than the common max HP and Speed with this set; the only similarity is the high HP investment to provide as much overall bulk as possible. With 56 Special Attack, Fidgit is guaranteed to 3HKO the standard 252 HP minimum Special Defense Rotom-A with Shadow Ball, while the remaining 216 EVs are dumped into Speed so Fidgit can still act as one of the fastest supporters, outpacing all positive base 100s. However, this is not to say Fidgit is incapable of using a bulkier spread. An EV spread of 252 HP / 120 Def / 136 Spe with a Bold nature makes Fidgit considerably bulkier on the physical side, and still retains enough Speed to outpace Adamant Lucario. It really comes down to personal preference, either use one with that outpaces more threats and cripples them with Encore, or one that takes a defensive approach to take hits more reliably.</p>

<p>There are several team options to use in conjunction with Rapid Spin Supporter Fidgit. Even though it may be built to deal with Ghost-types with Shadow Ball, that doesn't mean Pursuiters should be overlooked. Tyranitar is a perfect example of a strong Pursuit user that completely penetrates Rotom-A and some variations of Gengar, and with its excellent Special Defense, it doesn’t really have a hard time switching into them either. As a bonus, Tyranitar's Sandstream ability ensures a 3HKO for Fidgit with Shadow Ball against max HP Rotom-A without the 56 Special Attack EVs. Since Fidgit doesn't have much room to use Wish to heal itself, it can use other Pokemon that can support it with Wish. Blissey is a common Pokemon that uses Wish effectively, thanks to her insane Special Defense and HP, which gives her many opportunities to set up and heal her teammates. Offensively, using Pokemon that benefit from entry hazard removal is not a bad idea either, since Fidgit almost always removes them. Examples of these include Salamence, Gyarados, and Infernape. Salamence really enjoys it when it won't scrape off 25% of its health from Stealth Rock, making it easier to gather Dragon Dance boosts and sweep. Same goes for Gyarados, it will no longer have to worry about taking 25% damage upon switching in. Also, Gyarados and Fidgit have great synergy with each other; Fidgit absorbs Electric- and Rock-type attacks aimed at Gyarados, while Gyarados gains a free switch-in against Ground- and Water-type moves fired at Figit. On the other hand, Infernape greatly appreciates the disposal of Toxic Spikes and Spikes, since it no longer has to worry about taking repeated damage that hinder its chances to stay on the battlefield and switch in.</p>

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<p>Fidgit has several qualities that make it a great candidate for setting up Trick Room or Gravity, including Persistent, which increases the duration of field-effect moves by two turns, solid defensive typing and stats, and a massive support movepool.</p>

<p>Fidgit's moveset is dedicated to setting up one of the field-effect moves and supporting the team at the same time. Trick Room and Gravity are the two most competitively viable field-effecting moves, since they can be extremely threatening if used correctly. U-turn is an excellent scouting move, especially once you use Trick Room or Gravity since you can potentially scout the opponent's switch-in if they attempt to counter the respective field-effect move. Wish gives Fidgit the ability to heal its teammates upon switching in, which is particularly useful when bringing in your sweepers. Lastly, Earth Power serves as a means of a reliable offensive STAB attack so Fidgit won't become vulnerable to Taunt. Trick Room and Gravity aren't the only field-effecting moves Fidgit can use, though, since there is the uncommonly seen Tailwind. Even though it may not be as viable as the others (considering how short it is, only lasting for five turns even with the help of Persistent), it may still be used if you feel the need to try something new.</p>

<p>If you opt to use Trick Room, you may think that it's counter-productive to invest in maximum Speed, since Fidgit will be moving last most of the time; however, there is one big benefit from moving after the opponent; the fact that Fidgit can use U-turn after the opponent moves means that the sweeper that will be abusing Trick Room will be unscarred. But, if you feel that Fidgit isn't bulky enough, there's no harm in using a defensive EV spread to give Fidgit more survivability so it can set up more often.</p>

<p>Depending on which field-effect move you use, there are different team options to go with each of them. For Trick Room, it's obvious to use Pokemon that are extremely slow so that they are guaranteed to move first. Some of the most common and viable Trick Room sweepers are Snorlax, Slowbro, Marowak, and Tyranitar. Snorlax is one of the slowest Pokemon in the whole game, reaching a pathetic Speed stat of 86, which means that it will probably always be the one moving first under Trick Room; Slowbro is capable of using a threatening sweeping set with Calm Mind and Slack Off, and is the slowest Pokemon that retains a high base Special Attack stat of 100; Marowak holds the title as the strongest physical attacker, hitting a massive Attack stat of 568 with Thick Club, and it also has Swords Dance to make its Attack even more insane; lastly, Tyranitar is a fantastic mixed sweeper, being able to rip through stall with its huge offensive movepool. Gravity, on the other hand, is an interesting field-effect move, since you can use it either offensively or defensively. By playing Gravity offensively, using Pokemon that have access to moves like Hydro Pump, Thunder, Blizzard, and Fire Blast are worth considering. Starmie is a good example of a Pokemon that has high-powered, low accuracy moves, and can be a huge offensive threat with Life Orb. Rotom-F and Rotom-W can abuse perfectly accurate STAB Thunder attacks, and the former can whip up Blizzard, while the latter can soak opponents with Hydro Pump. Pokemon with Ground-type moves are also recommended, as they gain the ability to hit Flying-types and Levitators when Gravity is in play. As for using Gravity with a defensive bias, setting up Toxic Spikes and Spikes is worth it. Gravity disables Flying-types and Levitators from being immune to grounded hazards, meaning Pokemon like Zapdos and Flygon will be poisoned from Toxic Spikes and will take up to 25% damage from Spikes. Roserade and Skarmory are two great examples of setting up Toxic Spikes and Spikes, respectively. Roserade's high Speed and access to Sleep Powder almost always guarantees it to set up a full layer of Toxic Spikes Roserade really isn't as great in a metagame with Fidgit in it, while Skarmory's fantastic Defense gives it many opportunities to throw out several layers of Spikes. Skarmory also has access to Whirlwind, meaning it can repeatedly use it to keep scraping off 25% health from every Pokemon on the opponent’s team (aside from Magic Guard Clefable) I don't think you have to mention Clefable again, but it's no big deal, assuming Gravity is in play and a full layer of Spikes are on the opponent's field.</p>

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<p>As a dual screener, Fidgit has all the essentials to become a successful one. Its amazing defensive typing and solid stat spread give it many opportunities to switch in and set up Reflect and Light Screen. On top of this, its gigantic support movepool comes into play, since it has many options it can use to aid its teammates and itself. This also differentiates Fidgit from other common dual screeners like Bronzong and Jirachi; they just don't have the wide era range of support moves that Fidgit boasts.</p>

<p>The third moveslot is where Fidgit can literally use any support move in its movepool that you feel will help you more; however, Wish, Taunt, and Encore are the ones that stand out the most, as they are basically the most helpful. With Wish, Fidgit can reliably heal itself and its teammates, and it works fantastically in conjunction with dual screens because with the defensive support they provide, Fidgit doesn’t have to worry about the fact that Wish takes two turns to activate. When someone is up against a dual screener, they tend to react to it by sending in a Pokemon that use moves to gain the advantage in the situation, such as stat boosters, phazers, or Substituters. With that said, Fidgit can eliminate this risk by using Taunt, disabling the opposing Pokemon from using these type of moves. Finally, Encore can be used to give Fidgit additional opportunities to set up Reflect and Light Screen, since it can easily switch into Pokemon that aren't using damaging moves, such as Blissey's Thunder Wave and Suicune's Calm Mind. This allows it to force a switch, giving Fidgit the perfect time to set up the screen of your choice. To keep Fidgit away from being vulnerable to Taunt, the last moveslot is open to an offensive move: U-turn or Earth Power. U-turn is recommended as it gives Fidgit the ability to scout the opponent’s switch-ins and deal a bit of damage upon switching out at the same time, while Earth Power is an excellent STAB attack to use when needed.</p>

<p>Light Clay is the superior item for Fidgit, since it provides an extra three turns to both Light Screen and Reflect, which can be crucial for winning the battle. However, if you feel that Fidgit needs extra survivability, Leftovers is still a great choice. As for the nature, it really depends on what move you use in the last moveslot. U-turn works well in tandem with Jolly, because it doesn't lower Fidgit's Attack like Timid does, while Timid is the better way to go when using Earth Power.</p>

<p>Teaming up Fidgit with Pokemon that can abuse the dual screens is strongly recommended, as they can make sweepers more threatening. Pokemon like Jirachi, Gyarados, and Salamence can use the dual screens to their advantage by using stat boosting moves with relative ease. Jirachi can set up an extremely sturdy Substitute, allowing it to set up Calm Mind much more efficiently, while Gyarados and Salamence can gather multiple Dragon Dance boosts, enough for them to rip unprepared teams to shreds. Besides using Pokemon that stat boost and sweep, using Baton Passing Pokemon is also a great way to abuse Reflect and Light Screen. For instance, Gliscor with the standard Rock Polish / Swords Dance / Taunt / Baton Pass set will be very hard to take down, buying it enough time to set up multiple Speed and Attack boosts. It can then Baton Pass them onto a sweeper, like Metagross, with a couple of turns of dual screens left for the sweeper to abuse.</p>

<h2>Team Options</h2>

<p>Fidgit can generally be used on a vast amount of teams, ranging from stall teams to teams that take a more offensive approach. That being said, its team options can be divided into two categories: defense and offense.</p>

<p>Fidgit plays a relatively big role on defensive teams, mostly because of its ability to counter common stall threats like Substitute + Calm Mind Jirachi, Calm Mind Suicune, and Swords Dance Lucario. Since Fidgit almost always uses entry hazards in its movesets, it's best to use Pokemon with phazing moves, such as Whirlwind Skarmory, Roar Swampert, or Perish Song Celebi. Skarmory boasts a pretty high Defense stat, can set up Spikes if Fidgit isn't already using it, and can spam Whirlwind to force the opponent to take constant entry hazard damage. Swampert works the same way, except it uses Stealth Rock and Roar instead. Celebi takes a slightly different approach, using Perish Song to force switches. It can also take on many versions of Gyarados, which Fidgit definitely hates being up against. It's good to note that if you use Swampert and Skarmory for Stealth Rock and Spikes support, respectively, Fidgit can complete the three different types of entry hazards by using Toxic Spikes. Using Pokemon that can lure in Pokemon that Fidgit can handle is also a reasonable addition. For example, Blissey can lure in Calm Mind Suicune or Toxic stalling Zapdos, allowing Fidgit to switch right into their Calm Mind or Toxic, respectively, Encore, and force a switch, giving Fidgit the perfect opportunity to lay down more entry hazards or Rapid Spin. Speaking of Rapid Spin, Fidgit is an extremely viable entry hazard remover (also absorbing Toxic Spikes), because it has so many opportunities to do so with its solid typing and stat distribution. Therefore, its teammates will have an easier time to stall, especially when using Pokemon like Blissey and Celebi, since they will no longer fear Toxic Spikes draining their health every turn.</p>

<p>Offensively, Fidgit normally doesn't receive any support from its teammates, but its teammates enjoy the support Fidgit provides for them instead. Sweepers that enjoy Fidgit's entry hazards are recommended, since the entry hazards can potentially turn some 2HKOs into solid OHKOs. Gyarados is an excellent example of this. It's one of the best Pokemon to pair Fidgit with, as they basically provide great synergy with each other. Gyarados hates being hit by Electric- and Rock-type moves, but Fidgit can switch into them with impunity and force a switch with Encore, while Gyarados can gain a free switch-in from Water- and Ground-type attacks fired at Fidgit. Sweepers often find themselves being faced with a defensive wall that pack moves that may cripple the sweeper, such as Thunder Wave or Toxic. Fidgit can thankfully switch into these type of Pokemon, such as Blissey or Cresselia, and use Encore to keep them into using that same move; in the end, Fidgit will cause them to switch out. This is very beneficial for your sweepers, since they won't have to worry about these types of threats, and Fidgit benefits from it too since it has a free turn to set up whatever it needs to. Besides having setting up entry hazards set up on the field, Fidgit's ability to reliably remove entry hazards will be very beneficial towards your sweepers as well, like Salamence and Gyarados. Also, with Fidgit not really receiving much support on offensive teams, it does receive one: One form of support that Fidgit appreciates from offensive teams is Pursuit. Pursuit users like Tyranitar can easily demolish Ghost-types that like to switch in to absorb Fidgit's Earth Power and Rapid Spin, particularly Rotom-A. This makes Fidgit's job as a supporter much easier, as it doesn't have to worry about being walled any longer.</p>

<h2>Optional Changes</h2>

<p>Fidgit commonly uses support sets, as its role is dedicated to supporting its team and itself; however, this does not mean Fidgit can't be used offensively, because it can potentially surprise its opponents by hitting reasonably hard with a Choice Specs or Life Orb set. Even though it may not have the best special movepool out there, it does have moves such as Earth Power, Energy Ball, Sludge Bomb, and Hidden Power. Fidgit has a neat physical movepool, but its poor Attack stat makes it hard for Fidgit to take advantage of its physical options. It's highly recommended to steer away from using Fidgit offensively, though, as there are better Pokemon that fit this role and Fidgit is better off laying down entry hazards.</p>

<p>When it comes to additional support moves, Fidgit has a wide array of moves to use. Knock Off is useful in knocking off removing an important item from the foe, such as Tyranitar's Choice Band or Blissey’s Leftovers. Safeguard is a decent supporting option, protecting Fidgit's team from status for several turns, but Fidgit won't find it very beneficial for itself because its already immune to paralysis that comes from Electric-type attacks, poison, and sleep (assuming it has Vital Spirit). Fidgit can make good use of Whirlwind, being able to force the opponent to take damage from the entry hazards it has set up; Whirlwind also works well with Encore, as Fidgit can use Whirlwind once it forces the opponent out by Encore, creating causing/resulting ineven more residual damage. Lastly, RestTalk Fidgit with Spikes and Toxic Spikes is a possibility; however, it's severe Taunt bait, so it would be better to use an offensive attack over of one of the entry hazards.<p>

<p>Rain Dance and Sunny Day are viable options that Fidgit can run on the Field-Effect Supporter set. Since Fidgit packs a multitude of support options, fantastic typing, and a great stat spread, many rain and sun sweepers will enjoy having Fidgit to aid them in their sweep. Sadly, Persistent doesn't increase the duration of Rain Dance or Sunny Day, meaning Fidgit will have to use Damp Rock or Heat Rock to set up eight turns of rain or sun, respectively.</p>

<p>Torment is an interesting move Fidgit can abuse. Since it stops the opponent from selecting the same move twice, it can easily force the opposing Pokemon to switch out if they have been Encored. On top of that, since Fidgit packs solid defensive typing with a great amount of resistances and immunities, it has an easier time setting up entry hazards, since the opponent may not have access to two moves that hit Fidgit super effectively in their moveset. As a bonus, it can force switches from Choiced users as they are no longer capable of attacking twice with their attack.</p>

<p>Block is quite beneficial in tandem with Fidgit's entry hazard moves, allowing it to potentially trap a Pokemon that doesn't harm it in any way and start to set up full layers of entry hazards. Not only can it trap the opposing Pokemon, but Fidgit can also trap the Pokemon into using one move with Encore, meaning they won't be able to switch out nor alternate between moves.</p>

<h2>CAP Metagame</h2>

<p>Fidgit's supporting capabilities, typing, and stat spread help it threaten many CAP Pokemon. Revenankh, Arghonaut, Kitsunoh, and Cyclohm are examples of CAP Pokemon that generally dislike being put up against Fidgit. With Revenankh's common movesets containing Rest and Bulk Up, it easily falls into the trap of Encore, forcing it to remove switch out and lose all of its gathered boosts. Arghonaut works in the same way as Revenankh because Fidgit can Encore Arghonaut's Recover, STAB Fighting-type attack, and the occasionally seen Bulk Up. Fidgit's great physical bulk and access to Earth Power gives it the ability to threaten almost all variations of Kitsunoh, only needing to watch out for is Ice Punch. Lastly, Fidgit can fearlessly switch into Cyclohm's Thunderbolt or Slack Off and either use Encore or hit it for heavy damage right away with Earth Power. All of these forced switches Fidgit causes against the aforementioned Pokemon give it many opportunities to lay down more entry hazards.</p>

<p>Colossoil, Stratagem, and Syclant are the three Pokemon Fidgit absolutely hates being put up against, mainly because Fidgit can't harm them significantly. Colossoil's high base HP allows it take Fidgit's Earth Power with ease and it can retaliate with a super-effective Earthquake or dispose of any entry hazards Fidgit has set up with Rapid Spin. Stratagem with Levitate are is immune to Earth Power and defeats Fidgit with their its own Earth Power. Lastly, Syclant's STAB Ice-type attacks and resistance to Earth Power spell doom for Fidgit; it can also set up Spikes should you predict Fidgit switching out.</p>

<h2>Counters</h2>

<p>There are several ways to cripple Fidgit. Taunt is a big issue to Fidgit because it will shut down nearly three of its four moves, forcing it to attack the opponent with a weak there was a new line started here attack. Gyarados is the best example of a Taunt user that makes Fidgit completely useless, allowing it to gather a free Dragon Dance boost as Fidgit switches out. For Taunt users to deal with Fidgit leads, Aerodactyl and Azelf are excellent candidates, both of whom are immune to Earth Power and can set up Stealth Rock. Trick coming from the likes of Latias or Rotom-A is another common problem Fidgit encounters, as Fidgit with a Choice item hinders its ability to do its job and makes it easy set-up bait. One of the biggest issues Fidgit has is its lack of reliable recovery (Wish still isn't good enough), which can be taken advantage of by repeatedly smacking Fidgit with powerful attacks.</p>


Great write-up!
 
After reading over the analysis, why not just put Rapid Spin in the first set and fully eliminate the second set? I find that mixing entry hazards with Rapid Spin is perhaps one of the most globally useful things to do with Fidgit. Lastly, I see no reason to not run max Speed on Fidgit, as honestly I'd always want to Earth Power opposing Fidgit before they hit me.

I would make the first set as follows:

[SET]
name: Entry Hazard Support
move 1: Rapid Spin
move 2: Spikes / Toxic Spikes / Stealth Rock
move 3: Encore
move 4: Earth Power / Shadow Ball
item: Leftovers
nature: Timid
ability: Vital Spirit
evs: 252 HP / 4 Def / 252 Spe

Anyway, think about it. I have not proofread the first couple sets because I'd like some comments on what I've proposed above. I also made some small suggestions for name changes to the sets so that they aren't so bloody long.

Bold additions, red removals.
<h2>Overview</h2>

<p>Fidgit is undoubtedly one of the best supporting Pokemon supporters in the game; whether it be setting up a full layer of Spikes or locking the opponent into one move with attack via Encore, Fidgit does it very well. On top of that, Fidgit has the Speed, bulk, and abilities to pose a significant defensive threat to become a big nuisance towards the opponent. Fidgit's typing also provides it the ability to absorb Toxic Spikes on your side of the field as necessary. One of the great things about Fidgit is that its moveset can be tailored to what your team needs your team's liking. For example, should your team need entry hazard and Wish support, Fidgit can perform that role admirably can do that. Furthermore Finally, its numerous resistances and immunities give it many opportunities to switch in and initiate its supporting of your team begin its job as a solid supporter Pokemon.</p>

<p>Unfortunately, since Fidgit is designed to support its team, it has many of the same glaring weaknesses of other such Pokemon comes with a few weaknesses. Most of Fidgit's movesets utilize two to three supporting moves, meaning that it suffers significantly by being Taunted is easy Taunt bait to the opponent. Pokemon such as like Aerodactyl, Azelf, and Gyarados, all of whom pack an immunity to Fidgit's Earth Power, can Taunt Fidgit and set up on it the former two can set up Stealth Rock, while the latter can boost its stats with Dragon Dance. Being offensively weak and lacking reliable recovery outside of the two-turn Wish does not help it either, as any strong attacker that doesn't take a lot of damage from Fidgit's Earth Power can take it down without much trouble worry. A problem of lesser concern is that with all of the great supporting options Fidgit has, it's usually impossible to fit everything you want onto one set. (Period)</p>

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<p>Fidgit is an incredibly successful dual entry hazard supporter in the OU metagame. This is because of its perfect defensive type combination, great overall bulk, and gargantuan supporting movepool. Not many Pokemon boast all three different types of entry hazards, making Fidgit a reliable Pokemon for a team in need of any specific type of hazard. Not only that, but its aforementioned characteristics give it many opportunities to switch in and spill out entry hazards onto the opponent's field, making Fidgit a very threatening supporter.

<p The main selling point with Fidgit is its access to both Spikes and Toxic Spikes, which this set tends to abuse. Spikes is the primary entry hazard to use because it's capable of scraping off up to 25% health from the majority of the metagame. As for choosing the second entry hazard, it really depends on your team. Toxic Spikes is useful for Pokemon on your team that have more stall-oriented sets, such as Calm Mind Jirachi, SubRoost Zapdos, or RestTalk Gyarados, since the constant poison damage will aid them in scoring more KOs. However, Stealth Rock is one of the most common moves used in the current metagame and always damages the opposing Pokemon (aside from Magic Guard Clefable), which is always beneficial. Also, with the combination of Stealth Rock and Spikes, your opponent is guaranteed to be affected by either or both of them. Even though Spikes is the primary entry hazard to use, it doesn't mean that you can't use Toxic Spikes and Stealth Rock instead. If your team already uses a Spikes supporter, then it would be fine to use both of those entry hazards. However, it's generally recommended to use Spikes and Toxic Spikes since there already a vast amount of Stealth Rock users in the metagame you can use. Also, because of Fidgit’s excellent typing, stats, and support moves, it has an easier time setting them up, unlike Pokemon like Forretress.</p>

<p>The third moveslot is open to Encore. With Encore, Fidgit becomes more threatening as a supporter and helps it achieve many more layers of entry hazards than usual. For example, it can switch into Blissey's Softboiled, Rotom-A's Thunderbolt, Snorlax's Curse, or Jirachi's Calm Mind and threaten to force them into using that same move for up to eight turns, buying Fidgit time to set up as many hazards as it can. However, this strategy comes at its own cost, because your opponent can just as easily suspect Encore and switch out to a Pokemon to threaten Fidgit, leaving it to accomplish nothing. These aren't the only moves Fidgit can use, though, as it has other viable moves such as Wish, Knock Off, dual screens, Block, and most importantly, Rapid Spin. However, Encore has been proven more useful as it helps Fidgit accomplish its task the most. Finally, the last moveslot is given to Earth Power so it won't be completely vulnerable to Taunt.</p>

<p>Fidgit is one of those Pokemon that can fit into virtually any team and be successful at its job, but there are a variety of team options for Fidgit being used on defensive teams or on offensive teams. On defensive teams, Fidgit can benefit from Wish support, due to the fact that it lacks an instant recovery move outside of Rest. By providing it with Wish support, Fidgit can be more effective at setting up multiple layers of entry hazards, since it now has the ability to stick around longer. Vaporeon is a great Wish passer, thanks to its excellent overall bulk. Also, Vaporeon can easily take on Gyarados if it uses Hidden Power Electric, a Pokemon that Fidgit does not want to be up against. Blissey is another excellent Wish passer, as she can easily sponge up special attacks fired at Fidgit thanks to her amazing HP and Special Defense stats. With defensive teams commonly being weak to big set-up threats like Suicune or Jirachi, Fidgit can stop them by Encoring their Calm Mind, forcing them to switch. Also, this is especially useful when they are the last Pokemon, because these kind of Pokemon are likely to be the final Pokemon on the opponent's team. With offensive teams, on the other hand, Fidgit's ability to set up multiple entry hazards will aid sweepers such as Gyarados and Salamence to potentially turn their 2HKOs into OHKOs. Also, Fidgit's typing and ability allow it to be immune to sleep, poison, and Electric-type attacks that induce paralysis status, which sweepers hate to be affected by.</p>

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<p>Fidgit is one of the best, if not the best, Rapid Spinners in the OU metagame. It has all of the traits needed to support this statement: excellent defensive typing that packs numerous amounts of resistances and immunities, great overall bulk, and an insanely large supportive movepool.</p>

<p>Since this set is dedicated to successfully removing entry hazards upon your field, the moveset reflects this. Encore is perhaps the crux of this set and what differentiates Fidgit from the rest of the Rapid Spinners, as no one else has access to that combo. With Fidgit packing excellent typing, it can switch into a vast amount of moves that can be Encored. For instance, Blissey will be caught using Thunder Wave, Jirachi will be stuck to using Calm Mind, and Skarmory will have to use Spikes, meaning Fidgit has the perfect opportunity to remove any entry hazards for free with Rapid Spin. Since Ghost-types are the only Pokemon that are immune to Rapid Spin, Shadow Ball serves as an excellent check to these threats as they no longer hold the ability to completely wall Fidgit. Lastly, Earth Power is an great STAB attack to use when needed, and also has the handy chance at lowering the opposing Pokemon's Special Defense by one stage. However, Earth Power is definitely not necessary on this set, so Fidgit can run any other support move in that slot as you see fit, such as Spikes or Wish.</p>

<p>When using this set, there's a helpful tip to keep in mind that will almost always guarantee Fidgit to remove entry hazards your opponent has set up. When Rotom-A (the most common Rapid Spin blocker) is out on the field, this is when the process begins. By using Pokemon that can lure in Rotom-A's Electric-type attacks, Fidgit can safely switch into it and use Encore. Once that has been accomplished, start to repeatedly use Rapid Spin. Rotom-A will most likely switch out because it doesn't want to be stuck into using Electric-type moves that Fidgit laughs at, which means Fidgit will highly likely be Spinning away the hazards.</p>

<p>Fidgit uses a different EV spread than the common max HP and Speed with this set; the only similarity is the high HP investment to provide as much overall bulk as possible. With 56 Special Attack, Fidgit is guaranteed to 3HKO the standard 252 HP minimum Special Defense Rotom-A with Shadow Ball, while the remaining 216 EVs are dumped into Speed so Fidgit can still act as one of the fastest supporters, outpacing all positive base 100s. However, this is not to say Fidgit is incapable of using a bulkier spread. An EV spread of 252 HP / 120 Def / 136 Spe with a Bold nature makes Fidgit considerably bulkier on the physical side, and still retains enough Speed to outpace Adamant Lucario. It really comes down to personal preference, either use one with that outpaces more threats and cripples them with Encore, or one that takes a defensive approach to take hits more reliably.</p>

<p>There are several team options to use in conjunction with Rapid Spin Supporter Fidgit. Even though it may be built to deal with Ghost-types with Shadow Ball, that doesn't mean Pursuiters should be overlooked. Tyranitar is a perfect example of a strong Pursuit user that completely penetrates Rotom-A and some variations of Gengar, and with its excellent Special Defense, it doesn’t really have a hard time switching into them either. As a bonus, Tyranitar's Sandstream ability ensures a 3HKO for Fidgit with Shadow Ball against max HP Rotom-A without the 56 Special Attack EVs. Since Fidgit doesn't have much room to use Wish to heal itself, it can use other Pokemon that can support it with Wish. Blissey is a common Pokemon that uses Wish effectively, thanks to her insane Special Defense and HP, which gives her many opportunities to set up and heal her teammates. Offensively, using Pokemon that benefit from entry hazard removal is not a bad idea either, since Fidgit almost always removes them. Examples of these include Salamence, Gyarados, and Infernape. Salamence really enjoys it when it won't scrape off 25% of its health from Stealth Rock, making it easier to gather Dragon Dance boosts and sweep. Same goes for Gyarados, it will no longer have to worry about taking 25% damage upon switching in. Also, Gyarados and Fidgit have great synergy with each other; Fidgit absorbs Electric- and Rock-type attacks aimed at Gyarados, while Gyarados gains a free switch-in against Ground- and Water-type moves fired at Figit. On the other hand, Infernape greatly appreciates the disposal of Toxic Spikes and Spikes, since it no longer has to worry about taking repeated damage that hinder its chances to stay on the battlefield and switch in.</p>

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<p>Fidgit has several qualities that make it a great candidate for setting up Trick Room or Gravity, the greatest of which is including Persistent, which increases the duration of field-effect moves by two turns., Its solid defensive typing, and stats, and massive support movepool further its ability to setup these field-effects.</p>

<p>Fidgit's moveset is dedicated to setting up one of the field-effect moves and supporting the team at the same time. Trick Room and Gravity are the two most competitively viable field-effecting moves, since they can be extremely threatening if used correctly. U-turn is an excellent scouting move, especially once you use Trick Room or Gravity, to let you since you can potentially scout the opponent's switch-in if they attempt to counter the respective field-effect move. Wish lets gives Fidgit the ability to heal its teammates upon switching in, which is particularly useful when bringing in your sweepers. Lastly, Earth Power serves as a means of a reliable offensive STAB attack so Fidgit won't become too vulnerable to Taunt. Trick Room and Gravity aren't the only field-effecting moves Fidgit can use, though; Tailwind is also an option, since there is the uncommonly seen Tailwind. Even though it may not be as viable as the others (considering how short it is, only lasting for five turns even with the help of Persistent), it has the potential to be put to use by some teams may still be used if you feel the need to try something new.</p>

<p>If you opt to use Trick Room, you may think that it's counter-productive to invest in maximum Speed, since Fidgit will be moving last most of the time.; however, tThere is one big benefit from moving after the opponent, though, and that is; the fact that Fidgit can use U-turn after the opponent moves to get means that the sweeper that will be abusing Trick Room will be into combat untouched unscarred. But, iIf you feel that Fidgit isn't bulky enough, there's no harm in using a defensive EV spread to improve Fidgit's give Fidgit more survivability so it can set up more often.</p>

<p>Depending on which field-effect move you use, different team members should be considered there are different team options to go with each of them. For Trick Room, it's obvious to use Pokemon that are extremely slow so that they are guaranteed to move first. Some of the most common and viable Trick Room sweepers are Snorlax, Slowbro, Marowak, Rhyperior, and Tyranitar. Snorlax is one of the slowest Pokemon in the whole game, reaching a pathetic Speed stat of 86, which means that it will probably nearly always be the one moving first under Trick Room.; Slowbro is capable of using a threatening sweeping set with Calm Mind and Slack Off, and is the slowest Pokemon that retains a high base Special Attack stat of 100. Slowbro can also set up its own Trick Room to keep it going.; Marowak holds the title as the strongest physical attacker, hitting a massive Attack stat of 568 with Thick Club that can be boosted further with Swords Dance. Rhyperior functions similar to Marowak, but has a larger movepool that includes Megahorn and greater general bulk with Solid Rock., and it also has Swords Dance to make its Attack even more insane; lLastly, Tyranitar is a fantastic mixed sweeper, being able to rip through stall with its huge offensive movepool. Gravity, on the other hand, is an interesting in that it field-effect move, since you can use it be used either offensively or defensively. By playing Gravity offensively, using Pokemon that have access to moves like Hydro Pump, Thunder, Blizzard, and Fire Blast are worth considering. Starmie is a good example of a Pokemon that has high-powered, low accuracy moves, and can be a huge offensive threat with Life Orb. Rotom-F and Rotom-W can abuse perfectly accurate STAB Thunder attacks, and with the former can whip up able to take advantage of Blizzard, while and the latter can soak opponents with Hydro Pump. Pokemon with Ground-type moves are also recommended, as they gain the ability to hit Flying-types and Levitators when Gravity is in play. As for using Gravity with a defensive bias, setting up Toxic Spikes and Spikes will punish even Pokemon that are normally immune to them. is worth it. Gravity disables Flying-types and Levitators from being immune to grounded hazards, meaning Pokemon like Zapdos and Flygon will be poisoned from Toxic Spikes and will take up to 25% damage from Spikes. Roserade and Skarmory are two great choices for examples of setting up Toxic Spikes and Spikes, respectively. Roserade's high Speed and access to Sleep Powder almost always guarantees it to set up a full layer of Toxic Spikes, while Skarmory's fantastic Defense gives it many opportunities to lay down throw out several layers of Spikes. Skarmory also has access to Whirlwind, meaning which it can use repeatedly use it to constantly damage all Pokemon on the opponent's team with Gravity in play. keep scraping off 25% health from every Pokemon on the opponent’s team, assuming Gravity is in play and a full layer of Spikes are on the opponent's field.</p>

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<p>As a dual screener, Fidgit has all of the essentials to run a successful dual screen set become a successful one. Its amazing defensive typing and solid stat spread give it many opportunities to switch in and set up Reflect and Light Screen. On top of this In addition, its gigantic support movepool comes into play once more, since it has many options it can use to aid its teammates and itself. This also differentiates Fidgit from other common dual screeners like Bronzong and Jirachi; as they just don't have the same breadthwide range of support moves as Fidgit that Fidgit boasts.</p>

<p>The third moveslot open for whatever your team needs most, is where Fidgit can literally use any support move in its movepool that you feel will help you more; however though, Wish, Taunt, and Encore are the ones that stand out the most, as they are basically the most generally helpful. With Wish, Fidgit can reliably heal itself and its teammates., and iIt also works fantastically in conjunction with dual screens because with the defensive support they provide, Fidgit doesn’t have to worry about the fact that Wish takes two turns to activate. When someone is up against a dual screener, they tend to react to it by sending in a Pokemon that can either set up on the dual screener or phaze it use moves to gain the advantage in the situation, such as stat boosters, phazers, or Substituters. With that said, Fidgit can eliminate this risk by using Taunt, disabling to disable the opposing Pokemon from using these types of moves. FinallyLastly, Encore can be used to gives Fidgit additional opportunities to set up Reflect and Light Screen while letting Fidgit defensively threaten users of non-threatening moves, since it can easily switch into Pokemon that aren't using damaging moves, such as Blissey's using Toxic or Thunder Wave and Suicune's using Calm Mind. This allows it to force a switch, giving Fidgit the perfect time to set up the screen of your choice. To keep Fidgit away from being vulnerable to Taunt, the last moveslot is open to an offensive move: filled with either U-turn or Earth Power. U-turn is recommended as it to gives Fidgit the ability to scout the opponent’s switch-ins and deal a bit of damage as it switches upon switching out at the same time, while Earth Power is an excellent STAB attack to use when needed.</p>

<p>Light Clay is the superior item for this Fidgit, since it provides an extra three turns to both Light Screen and Reflect, which can be crucial for winning the battle. However, if you feel that Fidgit needs extra survivability, Leftovers is still a great choice. As for the nature, it really depends on what move you use in the last moveslot. U-turn works well in tandem with Jolly, because it doesn't lower Fidgit's Attack like Timid does, while Timid is the better way to go when using Earth Power.</p>

<p>Teaming up Fidgit with Pokemon that can abuse the dual screens is mandatory strongly recommended, as they can make sweepers more threatening. Pokemon like Jirachi, Gyarados,and Salamence can use the dual screens to their take advantage of the screens by using with their stat boosting moves with relative ease. Jirachi can set up an extremely sturdy Substitute, allowing it to further set up Calm Minds with ease. much more efficiently, while Gyarados and Salamence can gather multiple Dragon Dance boosts, enough for them to rip even prepared unprepared teams to shreds. Besides using Pokemon that stat boost and sweep, using Baton Passing Pokemon is also a great way to abuse Reflect and Light Screen. For instance, Pure Baton Passer Gliscor with the standard Rock Polish / Swords Dance / Taunt / Baton Pass set will be very hard to take down under screens, buying it enough time to set up multiple Speed and Attack boosts. It can then Baton Pass them onto a sweeper, like Metagross, with a couple of turns of dual screens left for it the sweeper to abuse to boot.</p>

<h2>Team Options</h2>

<p>Fidgit is useful can generally be used on a variety vast amount of teams, ranging from stall teams to teams that take a more offensive approach. That being said, its team options can be divided into two categories: defensive and offensive.</p>

<p>Fidgit plays a significant relatively big role on defensive teams, mostly because of its ability to counter common stall threats like Substitute + Calm Mind Jirachi, Calm Mind Suicune, and Swords Dance Lucario. Since Fidgit almost always uses entry hazards in its movesets, it's best to use Pokemon with phazing moves, such as Whirlwind Skarmory, Roar Swampert, or Perish Song Celebi. Skarmory boasts a pretty high Defense stat, can set up Spikes if Fidgit isn't already using it, and can spam Whirlwind to force the opponent to take constant entry hazard damage. Swampert works the same way, except it uses Stealth Rock and Roar instead. Celebi takes a slightly different approach, using Perish Song to force switches. It can also take on many versions of Gyarados, which Fidgit definitely hates being up against. It's good to note that if you use Swampert and Skarmory for Stealth Rock and Spikes support, respectively, Fidgit can complete the three different types of entry hazards by using Toxic Spikes. Using Pokemon that can lure in Pokemon that Fidgit can handles is also worth considering a reasonable addition. For example, Blissey can lure in Calm Mind Suicune or Toxic stalling Zapdos, allowing Fidgit to switch right into their Calm Mind or Toxic, respectively, Encore, and force a switch, giving Fidgit the perfect opportunity to lay down more entry hazards or Rapid Spin. Speaking of Rapid Spin, Fidgit is an extremely viable entry hazard remover (also absorbing Toxic Spikes), because it has so many opportunities to do so with its solid typing and stat distribution. Therefore, With entry hazards removed, its teammates will have an easier time to stalling, especially when using Pokemon like Blissey, Vaporeon, and Celebi that hate Toxic Spikes. , since they will no longer fear Toxic Spikes draining their health every turn.</p>

<p>Offensively, Fidgit normally doesn't receive any support from its teammates, but rather its teammates enjoy the support Fidgit support provides for them instead. SMany sweepers can use that enjoy Fidgit's entry hazards to great effect are recommended, since the entry hazards can potentially as they will turn some 3HKOs into 2HKOs and 2HKOs into solid OHKOs. Gyarados is an excellent Pokemon to consider example of this. It's one of the best Pokemon to pair Fidgit with, as they cover each other weaknesses well. basically provide great synergy with each other. Gyarados hates being hit by Electric- and Rock-type moves, but Fidgit can switch into them with impunity and force a switch with Encore, while Gyarados can gain a free switch-in from Water- and Ground-type attacks fired at Fidgit. Sweepers often find themselves being faced with a defensive wall that pack moves that may cripple the sweeper, such as Thunder Wave or Toxic. Fidgit will happily can thankfully switch into these type of Pokemon, such as including Blissey or and Cresselia, and use momentarily cripple them with Encore. to keep them into using that same move; in the end, Fidgit will cause them to switch out. This is makes Fidgit a very beneficial defensive pivot for your sweepers., since they won't have to worry about these types of threats, and Fidgit benefits from it too since it has a free turn to set up whatever it needs to. Besides setting up entry hazards on the field, Fidgit's ability to reliably remove entry hazards will be very helpful for Stealth Rock weak sweepers such as beneficial towards your sweepers as well, like Salamence and Gyarados. One form of support that Fidgit appreciates from offensive teams is Pursuit. Pursuit users like Tyranitar can easily demolish the Ghost-types that like to switch into to absorb Fidgit's Earth Power and Rapid Spin, particularly Rotom-A. With these eliminated, Fidgit's job becomes that much easier. This makes Fidgit's job as a supporter much easier, as it doesn't have to worry about being walled any longer.</p>

<h2>Optional Changes</h2>

<p>Fidgit commonly uses support sets, as its role is dedicated to supporting its team and itself.; however, tThis does not mean Fidgit can't be used offensively, however, because it can potentially surprise its opponents by hitting reasonably hard with a Choice Specs or Life Orb set. Even though it may not have the best special movepool around out there, it does have moves such as Earth Power, Energy Ball, and Sludge Bomb, and Hidden Power. Fidgit has a neat usable physical movepool as well, but its poor Attack stat makes it hard for Fidgit to take advantage of its physical such options. It's highly recommended to steer away from using Fidgit offensively, though, as there are better Pokemon that fit this role for the job and Fidgit has more important things to be doing is better off laying down entry hazards.</p>

<p>When it comes to additional support moves, Fidgit has a wide array of moves to choose from use. Knock Off is useful in removing an important item from the foe, such as Tyranitar's Choice Band or Blissey’s Leftovers. Safeguard can be used to is a decent supporting option, protecting Fidgit's team from status for several turns, but Fidgit won't find it very beneficial for itself because its is already immune to paralysis that comes from Electric-type attacks, poison, and sleep (assuming it has Vital Spirit). Fidgit can make good use of Whirlwind, being able to force the opponent to take damage from the entry hazards it has set up.; Whirlwind also works well with Encore, as Fidgit can use Whirlwind once it forces the opponent out by Encore, causing racking up even more residual damage. Lastly, RestTalk Fidgit with Spikes and Toxic Spikes is a possibility, but is highly susceptible to being Taunted,; however, it's severe Taunt bait, so it is recommended to use at least one attacking option. would be better to use an offensive attack over one of the entry hazards.<p>

<p>Rain Dance and Sunny Day are viable options that Fidgit can run on the Field-Effect Supporter set. Since Fidgit packs a multitude of support options, fantastic typing, and a great stat spread, many rain and sun sweepers will enjoy having Fidgit to aid them in their sweep. Sadly, Persistent doesn't increase the duration of Rain Dance or Sunny Day, meaning Fidgit will have to use Damp Rock or Heat Rock to set up eight turns of rain or sun, respectively.</p>

<p>Torment is an interesting move Fidgit can put to use abuse. Since it stops the opponent from selecting the same move twice, it can easily force the opposing Pokemon to switch out if they have been Encored. On top of that, since Fidgit's packs solid defensive typing with has a large number great amount of resistances and immunities, it has an easier time setting up entry hazards, since the opponent may not have access to run two moves that hit Fidgit super effectively at once. in their moveset. As a bonus, it can force switches from Choiced users as they are no longer capable of attacking twice with their selected attack.</p>

<p>Block is quite beneficial in tandem with Fidgit's entry hazard moves, allowing it to can potentially trap a Pokemon that doesn't harm it Fidgit in any way and start to set up full layers of entry hazards. Not only can it trap the opposing Pokemon, but Fidgit can use it in tandem with Encore to further render the opponent unable to stop it accomplishing its goal. also trap the Pokemon into using one move with Encore, meaning they won't be able to switch out nor alternate between moves.</p>

<h2>CAP Metagame</h2>

<p>Fidgit's supporting capabilities, typing, and stat spread help it threaten many CAP Pokemon. Revenankh, Arghonaut, Kitsunoh, and Cyclohm are examples of CAP Pokemon that generally dislike being put up against Fidgit. With Revenankh's common movesets containing Rest and Bulk Up, it easily falls into the trap of Encore, forcing it to switch out and lose all of its gathered boosts. Arghonaut works in the same way as Revenankh because Fidgit can Encore Arghonaut's Recover, STAB Fighting-type attack, Substitute, and the occasionally seen Bulk Up. Fidgit's great physical bulk and access to Earth Power give it the ability to threaten almost all variations of Kitsunoh, only needing to watch out for Ice Punch. Lastly, Fidgit can fearlessly switch into Cyclohm's Thunderbolt or Slack Off and either use Encore or hit it for heavy damage right away with Earth Power. All of these forced switches Fidgit causes against the aforementioned Pokemon give it many opportunities to lay down more entry hazards.</p>

<p>Colossoil, Stratagem, and Syclant are the three Pokemon Fidgit absolutely hates being put up against, mainly because Fidgit can't seriously threaten them harm them significantly. Colossoil's high base HP allows it to take Fidgit's Earth Power with ease and it can retaliate with a super effective Earthquake or dispose of any entry hazards Fidgit has set up with Rapid Spin. Stratagem with Levitate are immune to Earth Power and defeats Fidgit with its their own Earth Power. Lastly, Syclant's STAB Ice-type attacks and resistance to Earth Power spell doom for Fidgit; it Syclant can also set up Spikes should you it predict Fidgit switching out.</p>

<h2>Counters</h2>

<p>Fidgit is a very versatile Pokemon, but there exist There are several ways to cripple Fidgit. Taunt is a big issue to Fidgit because it will shut down nearly its entire moveset in most cases three of its four moves, forcing it to attack the opponent with a weak attack. Gyarados is the best a good example of a Taunt user that makes Fidgit completely useless, allowing it to gather gaining a free Dragon Dance boost as Fidgit switches out. For Taunt users to deal with Fidgit leads, Aerodactyl and Azelf are excellent candidates, both of whichom are immune to Earth Power and can set up Stealth Rock. Trick coming from the likes of Latias or Rotom-A is another common problem Fidgit encounters, as Fidgit with a Choice item hinders its ability to do its job and makes it easy set-up bait. One of the biggest issues Fidgit has is its lack of reliable recovery (Wish still isn't good enough), which generally results in Fidgit falling prey to repeated, can be taken advantage of by repeatedly smacking Fidgit with powerful attacks.</p>

I hate proofreading sometimes; this thing was a bloody novel and needed a lot of work! :(
 
The reason why the two sets are split up is because they are dedicated to doing different things. The Entry Hazard Support set is based around spilling out two forms of entry hazards because Fidgit is incredibly good at doing that, while the Rapid Spin Support set is based around using Rapid Spin successfully. If you were to combine the two, you don't necessarily gain the full effect, like you would if you chose one of the two sets that better fits your team. I could possibly mention the use of Rapid Spin + entry hazard (your set, basically) in the Optional Changes section, but before I do that, I would like more opinions on this as well.

I realize that this is pretty long and may need work (I seriously need to start rewriting these sets in general; the past ones I wrote are horrible!), but I definitely appreciate your proofreads, Dusk. Thanks for that. I'll add them in once I get back from school.

EDIT: There's something about your proofreads that I'd like to bring up with you, too.
 
So we can slash Rapid Spin into the second entry hazard on "Entry Hazard Support" and then discuss team options for it and so forth. I really don't like that the sets are distinct, because in reality they don't function all that different. I use Spikes like the first set and Rapid Spin like the second set for virtually every Fidgit I run outside the weird lead set. (Which I only run because I need spinning, beating LeadOak, Taunt, and SR support right away - nothing else can do all of that) Rapid Spin and Encore are the reasons I'd choose Fidgit as a primary spiker over, say, Skarmory. (I'd pretty much take Fidgit over Roserade for Toxic Spikes any day) I think we should sell Fidgit on its advantages, and spinning is the biggest of them outside of the hazards themselves.
 
I agree that Rapid Spin should definitely be mentioned, and possibly slashed on the second entry hazard, though I actually preferred to run it over Earth Power. A lot of teams don't need Toxic Spikes and already have rocks, so Rapid Spin makes for a great filler move.
 
Hmm. What if I made the combined set look something like this:

~Spikes
~Rapid Spin / Toxic Spikes
~Encore
~Earth Power

I could then mention the use of Shadow Ball in the set comments over Spikes, should you select Rapid Spin. That way, both sets are covered I believe. I'm open for suggestions, but if people agree with the above, I'll fix up the analysis to fit the new addition.

EDIT: Or I can make it look like this:

~Spikes
~Toxic Spikes / Rapid Spin
~Encore
~Earth Power / Shadow Ball

This way, I can mention that Toxic Spikes tags long with Earth Power and Rapid Spin with Shadow Ball. I also omitted Stealth Rock on both versions because you shouldn't even be using Stealth Rock on Fidgit. There's a huge amount of Stealth Rockers available already, but not so much for Spikes/Toxic Spikes.
 
I still think that there may be significant enough difference between how you play the spinner and spiker for them to have different sets. However, if you want to combine them for the sake of conciseness, the second is probably a better option. Rapid Spin is fine as a secondary option, and I like the inclusion of Shadow Ball. Omitting Stealth Rocks in the set is fine, but definitely make sure you still mention it as an option in the description.
 
I think in general, having Fidgit as a spinner that can support with Spikes is more useful than having it layer both Spikes and TSpikes. I would argue for it to be the other way around from the second one you presented.

~Spikes
~Rapid Spin / Toxic Spikes
~Encore
~Shadow Ball / Earth Power

This way, you're primarily spinning, as the major Pokemon Fidgit overtakes in OU is Forretress. Forretress' main job is to function as a spiker and spinner in one, and Fidgit takes that over admirably. I agree that this way you can mention that Rapid Spin goes with Shadow Ball and Toxic Spikes with Earth Power.
 
Ok, I removed the two separate support sets and combined them into one, which will be called "Support". I would like maybe two more proofreads before this analysis goes on-site. Thank you guys very much for you input on this analysis. It's definitely better than before.
 
Fidgit's typing also provides it with the ability to absorb Toxic Spikes on your side of the field as necessary.
This is from the 1st overview paragraph.

Being offensively weak and lacking reliable recovery outside of the two-turn Wish does not help it either, as any strong attacker that doesn't take a lot of damage from Fidgit's Earth Power can take it down without much trouble.
Last paragraph of the overview section.
I don't like how this sentence is passive. It makes it rather hard to follow, especially since you have so much information packed in there. This is more of a writing style correction, but I think the sentence should be reworded so that it is active.

Fidgit is an incredibly successful supporter in the OU metagame due to its perfect defensive type combination, great overall bulk, and gargantuan support movepool.
Support set 1st paragraph.

Not exactly sure, but I believe the comma should be removed after "metagame", because it doesn't separate two independent clauses. However, I am unsure of this.

A problem of lesser concern is that with all of the great supporting options Fidgit has, it's usually impossible to fit everything you want onto one set.</p>
Overview, 2nd paragraph
When writing an analysis, the tone should be more formal so in my opinion, the use of contractions should be avoided.


Spikes is the primary entry hazard to use because it is capable of scraping off up to 25% health from the majority of the metagame.
Support set 2nd paragraph

See above.

It is possible to use Stealth Rock as an alternative to Toxic Spikes, since Stealth Rock is perhaps the most effective entry hazard; however, because there is already a huge amount of Stealth Rock users to choose from, it is recommended to capitalize on Fidgit's Toxic Spikes, as it's one of the few Pokemon that sets it up well.</p>
Support set, second paragraph

See above comments. The next few will all be this correction. XD

If you opt to use Trick Room, you may think that it is counter-productive to invest in maximum Speed, since Fidgit will be moving last most of the time.
For Trick Room, it is obvious to use Pokemon that are extremely slow so that they are guaranteed to move first.
Since Fidgit almost always uses entry hazards in its movesets, it is best to use Pokemon with phazing moves, such as Whirlwind Skarmory, Roar Swampert, or Perish Song Celebi.
It is good to note that if you use Swampert and Skarmory for Stealth Rock and Spikes support, respectively, Fidgit can complete the three different types of entry hazards by using Toxic Spikes.
It is highly recommended to steer away from using Fidgit offensively, though, as there are better Pokemon for the job and Fidgit has more important things to be doing.</p>

Hope this helped. Most of the changes are rather subjective, though. I didn't really find any glaring errors.
 
Proofreading it again, now that those two sets are merged. <3

Additions in bold, removals in red.
<h2>Overview</h2>

<p>Fidgit is undoubtedly one of the best supporting Pokemon in the game; whether it be setting up a full layer of Spikes or locking the opponent into one move with Encore, Fidgit does it very well. Fidgit has the Speed, bulk, and abilities to pose a significant defensive threat to the opponent. Fidgit's typing also provides it the ability to absorb Toxic Spikes on your side of the field as necessary. One of the great things about Fidgit is that its moveset can be tailored to what your team needs. For example, should your team need entry hazard and Wish support, Fidgit can perform that role admirably. Finally, its numerous resistances and immunities give it many opportunities to switch in and initiate its supporting of your team.</p>

<p>Unfortunately, since Fidgit is designed to support its team, it has many of the same glaring weaknesses of other such Pokemon. Most of Fidgit's movesets utilize two to three supporting moves, meaning that it suffers significantly by being Taunted. Pokemon such as Aerodactyl, Azelf, and Gyarados, all of whom pack an immunity to Fidgit's Earth Power, can Taunt Fidgit and set up on it. Being offensively weak and lacking reliable recovery outside of the two-turn Wish does not help it either, as any strong attacker that doesn't take a lot of damage from Fidgit's Earth Power can take it down without much trouble. A problem of lesser concern is that with all of the great supporting options Fidgit has, it's usually impossible to fit everything you want onto one set.</p>

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var set = new CAPSet();
set.name = "Support";
set.move[1] = "Spikes";
set.move[2] = ["Rapid Spin", "Toxic Spikes"];
set.move[3] = "Encore";
set.move[4] = "Earth Power";
set.item = "Leftovers";
set.ability = "Vital Spirit";
set.evs.HP = 252;
set.evs.Def = 4;
set.evs.Spe = 252;
set.nature = "Timid";
document.write(composeSet(set));
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<p>Fidgit is an incredibly successful supporter in the OU metagame, due to its perfect defensive typinge combination, great overall bulk, and gargantuan support movepool. Not many Pokemon can boast the sheer versatility of Fidgit, making it a reliable Pokemon for nearly any team. Its aforementioned characteristics also give it many opportunities to switch in and spill out entry hazards onto the opponent's field or Rapid Spin entry hazards set up by the opponent, contributing to the threatening supporting Pokemon Fidgit is.</p>

<p>Spikes is the primary entry hazard to use because it's capable of scraping off up to 25% health from the majority of the metagame. As for the second slot, it really depends on your team. Fidgit is one of the few effective Rapid Spinners in the OU metagame because of the amount of opportunities it has to switch in, and so its the most more important option to have at your disposal choose. On the other hand, Toxic Spikes is useful for Pokemon on your team that have more stall-oriented sets, such as Calm Mind Jirachi, SubRoost Zapdos, or RestTalk Gyarados, since the constant poison damage will aid them in scoring more KOs. It's possible to use Stealth Rock as an alternative to one of the entry hazards Toxic Spikes, since Stealth Rock is perhaps the most effective entry hazard; however, because there is are already a huge amount large number of effective Stealth Rock users to choose from, it's recommended to capitalize on Fidgit's access to the other entry hazards Fidgit's Toxic Spikes, as it'sone of the few Pokemon that sets it them up well.</p> ((This is an excellent point, I am glad you made it))

<p>The third moveslot is open to Encore, which makes Fidgit more threatening as a supporter and helps it further achieve its ability to set up entry hazards and Rapid Spin. For example, it can switch into Blissey's Softboiled, Rotom-A's Thunderbolt, Snorlax's Curse, or Jirachi's Calm Mind and threaten to force them into using that same move for up to eight turns, buying Fidgit time to set up or Rapid Spin. However, this strategy comes at its own cost, because your opponent can just as easily suspect Encore and switch out to a Pokemon to threaten Fidgit, leaving it to accomplish nothing. Finally, the last moveslot is for given to Earth Power so it won't be completely vulnerable to Taunt. If you do use Rapid Spin, Shadow Ball is an option possibility in the fourth slot to hit incoming Ghost-types that try to absorb Rapid Spin. Finally, Fidgit's EVs and Timid nature are chosen to optimize its Speed and bulk so it can support as much as possible while at worst speed-tying with opposing Fidgit. </p>

<p>Fidgit is one of those Pokemon that can fit into virtually any team and be successful at its job, but there are a variety of team options to consider for Fidgit being used on defensive teams or on offensive teams. On defensive teams, Fidgit can benefit from Wish support, due to the fact that it lacks an instant recovery move outside of Rest. With the help of Wish, Fidgit can be more effective at setting up multiple layers of entry hazards or Rapid Spinning, since it now has the ability to stick around longer. Vaporeon is a great Wish passer, thanks to its excellent overall bulk. Also, Vaporeon can easily take on Gyarados if it uses Hidden Power Electric, a Pokemon that Fidgit does not want to be up against. Blissey is another excellent Wish passer, as she can easily sponge up special attacks fired at Fidgit thanks to her amazing HP and Special Defense stats. With defensive teams commonly being weak to big set-up threats like Suicune or Jirachi, Fidgit can stop them by Encoring their Calm Mind, forcing to force them out to switch. Also, this is especially useful when they are the last Pokemon, because these kind of Pokemon are likely to be the final Pokemon on the opponent's team. With offensive teams, on the other hand, Fidgit's ability to set up multiple entry hazards will aid sweepers such as Gyarados and Salamence to potentially turn their 2HKOs into OHKOs. These two Pokemon are also weak to Stealth Rock, which Fidgit can remove. To aid Fidgit in Rapid Spinning successfully, especially if you don't run Shadow Ball, Pursuit users are recommended encouraged for use as well. Choice Scarf Tyranitar is a great candidate for disposing of Ghost-types such as Gengar and Rotom-A who commonly switch into Fidgit, and, like Gyarados and Salamence, Tyranitar benefits from Fidgit's entry hazards. Furthermore, Fidgit's typing and ability allow it to be immune to sleep, poison, and Electric-type attacks that induce paralysis status, which the aforementioned sweepers hate to be affected by.</p>

<script language="JavaScript">
var set = new CAPSet();
set.name = "Field-Effect Support";
set.move[1] = ["Trick Room", "Gravity"];
set.move[2] = "U-turn";
set.move[3] = "Wish";
set.move[4] = "Earth Power";
set.item = "Leftovers";
set.ability = "Persistent";
set.evs.HP = 252;
set.evs.Def = 4;
set.evs.Spe = 252;
set.nature = "Timid";
document.write(composeSet(set));
</script>

<p>Fidgit has several qualities that make it a great candidate for setting up Trick Room or Gravity, the greatest of which is Persistent, which increases the duration of field-effect moves by two turns. Its solid defensive typing, stats, and a massive support movepool further its ability to set-up these field-effects.</p>

<p>Fidgit's moveset is dedicated to setting up one of the field-effect moves and supporting the team at the same time. Trick Room and Gravity are the two most competitively viable field-effecting moves, since they can be extremely threatening if used correctly. U-turn is an excellent scouting move, especially once you use Trick Room or Gravity, to let you scout the opponent's switch-in if they attempt to counter the respective field-effect move. Wish lets Fidgit heal its teammates upon switching in, which is particularly useful when bringing in your sweepers. Lastly, Earth Power serves as a reliable offensive STAB attack so Fidgit won't be too vulnerable to Taunt. Trick Room and Gravity aren't the only field-effecting moves Fidgit can use, though; Tailwind is also an option. Even though it may not be as viable as the others considering how short it is, only lasting for five turns even with the help of Persistent, it has the potential to be put to use by some teams.</p>

<p>If you opt to use Trick Room, you may think that it's counter-productive to invest in maximum Speed, since Fidgit will be moving last most of the time. There is one big benefit from moving after the opponent, though, and that is that Fidgit can use U-turn after the opponent moves to get the sweeper that will be abusing Trick Room into combat untouched unscarred. If you feel that Fidgit isn't bulky enough, there's no harm in using a defensive EV spread to improve Fidgit's survivability so it can set up more often.</p>

<p>Depending on which field-effect move you use, different team members should be considered. For Trick Room, it's obvious to use Pokemon that are extremely slow so that they are guaranteed to move first. Some of the most common and viable Trick Room sweepers are Snorlax, Slowbro, Marowak, Rhyperior, and Tyranitar. Snorlax is one of the slowest Pokemon in the whole game, reaching a pathetic Speed stat of 86, which means that it will nearly always be the one moving first under Trick Room. Slowbro is capable of using a threatening sweeping set with Calm Mind and Slack Off, and is the slowest Pokemon that retains a high base Special Attack stat of 100. Slowbro can also set up its own Trick Room to keep it going. Marowak holds the title as the strongest physical attacker, hitting a massive Attack stat of 568 with Thick Club that can be boosted further with Swords Dance. Rhyperior functions similarly to Marowak, but has a larger movepool that includes Megahorn and greater general bulk with Solid Rock. Lastly, Tyranitar is a fantastic mixed sweeper, being able to rip through stall with its huge offensive movepool. Gravity, on the other hand, is interesting in that it can be used either offensively or defensively. By playing Gravity offensively, using Pokemon that have access to moves like Hydro Pump, Thunder, Blizzard, and Fire Blast are worth considering. Starmie is a good example of a Pokemon that has high-powered, low accuracy moves, and can be a huge offensive threat with Life Orb. Rotom-F and Rotom-W can abuse perfectly accurate STAB Thunder attacks, with the former able to take advantage of Blizzard, and the latter Hydro Pump. Pokemon with Ground-type moves are also recommended, as they gain the ability to hit Flying-types and Levitators when Gravity is in play. As for using Gravity with a defensive bias, setting up Toxic Spikes and Spikes will punish even Pokemon that are normally immune to them. Pokemon like Zapdos and Flygon will be poisoned from Toxic Spikes and will take up to 25% damage from Spikes. Roserade and Skarmory are two choices for setting up Toxic Spikes and Spikes, respectively. Roserade's high Speed and access to Sleep Powder almost always guarantees it to set up a full layer of Toxic Spikes, while Skarmory's fantastic Defense gives it many opportunities to lay down several layers of Spikes. Skarmory also has access to Whirlwind, which it can use repeatedly to constantly damage all Pokemon on the opponent's team with Gravity in play.</p>

<script language="JavaScript">
var set = new CAPSet();
set.name = "Dual Screen Support";
set.move[1] = "Reflect";
set.move[2] = "Light Screen";
set.move[3] = ["Wish", "Taunt", "Encore"];
set.move[4] = ["U-turn", "Earth Power"];
set.item = ["Light Clay", "Leftovers"];
set.ability = "Vital Spirit";
set.evs.HP = 252;
set.evs.Def = 4;
set.evs.Spe = 252;
set.nature = ["Jolly", "Timid"];
document.write(composeSet(set));
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<p>Fidgit has all of the essentials to run a successful dual screen set. Its amazing defensive typing and solid stat spread give it many opportunities to switch in and set up Reflect and Light Screen. In addition, its gigantic support movepool comes into play once more to aid its team. This also differentiates Fidgit from other common dual screeners like Bronzong and Jirachi as they just don't have the same breadth of support moves as Fidgit.</p>

<p>The third moveslot is open for whatever your team needs most, though Wish, Taunt, and Encore stand out the most as the most helpful. With Wish, Fidgit can reliably heal itself and its teammates. It also works fantastically in conjunction with dual screens because with the defensive support they provide, Fidgit doesn’t have to worry about the fact that Wish takes two turns to activate. When someone is up against a dual screener, they tend to react to it by sending in a Pokemon that can either set up on the dual screener it or phaze it. With that said, Fidgit can eliminate this risk by using Taunt to disable the opposing Pokemon from using these types of moves. Lastly, Encore gives Fidgit additional opportunities to set up Reflect and Light Screen while letting Fidgit defensively threaten users of non-damaging moves, such as Blissey's Thunder Wave and Suicune's Calm Mind. To keep Fidgit from being vulnerable to Taunt, the last moveslot is filled with either U-turn or Earth Power. U-turn is recommended to give Fidgit the ability to scout the opponent’s switch-ins and deal a bit of damage as it switches out, while Earth Power is an excellent STAB attack to use when needed.</p>

<p>Light Clay is the superior item for this Fidgit, since it provides an extra three turns to both Light Screen and Reflect, which can be crucial for winning the battle. However, if you feel that Fidgit needs extra survivability, Leftovers is still a great choice. As for the nature, it really depends on what move you use in the last moveslot. U-turn works well in tandem with Jolly, because it doesn't lower Fidgit's Attack like Timid does, while Timid is the better way to go when using Earth Power.</p>

<p>Teaming up Fidgit with Pokemon that can abuse the dual screens is mandatory. Pokemon like Jirachi, Gyarados, and Salamence can take advantage of the screens with their stat boosting moves. Jirachi can set up an extremely sturdy Substitute, allowing it to further set up Calm Minds with ease. Gyarados and Salamence can gather multiple Dragon Dance boosts, enough for them to rip even prepared teams to shreds. Besides Pokemon that stat boost and sweep, using Baton Passing Pokemon is also a great way to abuse Reflect and Light Screen. For instance, Pure Baton Passer Gliscor will be very hard to take down under screens, buying it enough time to set up multiple Speed and Attack boosts. It can then Baton Pass them onto a sweeper like Metagross with a couple of turns of dual screens left for the sweeper to abuse.</p>

<h2>Team Options</h2>

<p>Fidgit is useful on a variety of teams, ranging from stall teams to teams that take a more offensive approach. That being said, its team options can be divided into two categories: defensive and offensive.</p>

<p>Fidgit plays a significant role on defensive teams, mostly because of its ability to counter common stall threats like Substitute + Calm Mind Jirachi, Calm Mind Suicune, and Swords Dance Lucario. Since Fidgit almost always uses entry hazards in its movesets, it's best to use Pokemon with phazing moves, such as Whirlwind Skarmory, Roar Swampert, or Perish Song Celebi. Skarmory boasts a high Defense stat, can set up Spikes if Fidgit isn't already using it, and can spam Whirlwind to force the opponent to take constant entry hazard damage. Swampert works the same way, except it uses Stealth Rock and Roar instead. Celebi takes a slightly different approach, using Perish Song to force switches. It can also take on many versions of Gyarados, which Fidgit definitely hates being up against. It's good to note that if you use Swampert and Skarmory for Stealth Rock and Spikes support, respectively, Fidgit can complete the three different types of entry hazards by using Toxic Spikes. Using Pokemon that can lure in Pokemon Fidgit handles is also worth considering. For example, Blissey can lure in Calm Mind Suicune or Toxic stalling Zapdos, allowing Fidgit to switch right into their Calm Mind or Toxic, respectively, Encore, and force a switch, giving Fidgit the perfect opportunity to lay down more entry hazards or Rapid Spin. Speaking of Rapid Spin, Fidgit is an extremely viable entry hazard remover (also absorbing Toxic Spikes), because it has so many opportunities to do so with its solid typing and stat distribution. With entry hazards removed, its teammates will have an easier time stalling, especially when using Pokemon like Blissey, Vaporeon, and Celebi that hate Toxic Spikes.</p>

<p>Offensively, Fidgit normally doesn't receive any support from its teammates, but rather its teammates enjoy Fidgit's support instead. Many sweepers can use Fidgit's entry hazards to great effect as they will turn some 3HKOs into 2HKOs or 2HKOs into OHKOs. Gyarados is an excellent Pokemon to consider pairing to pair Fidgit with, as they cover each other's weaknesses well. Gyarados hates being hit by Electric- and Rock-type moves, but Fidgit can switch into them with impunity and force a switch with Encore, while Gyarados can gain a free switch-in from Water- and Ground-type attacks fired at Fidgit. Sweepers often find themselves being faced with a defensive wall that pack moves that may cripple the sweeper, such as Thunder Wave or Toxic. Fidgit will happily switch into these Pokemon, such as Blissey and Cresselia, and momentarily cripple them with Encore. This makes Fidgit a very beneficial defensive pivot for your sweepers. Besides setting up entry hazards on the field, Fidgit's ability to reliably remove entry hazards will be very helpful for Stealth Rock-weak sweepers such as Salamence and Gyarados. One form of support that Fidgit appreciates from offensive teams is Pursuit. Pursuit users like Tyranitar can easily demolish the Ghost-types that like to switch into Fidgit's Earth Power and Rapid Spin, particularly Rotom-A. With these eliminated, Fidgit's job becomes that much easier. (Period)</p>

<h2>Optional Changes</h2>

<p>Fidgit commonly uses support sets, as its role is dedicated to supporting its team and itself. This does not mean Fidgit can't be used offensively, however, because it can potentially surprise its opponents by hitting reasonably hard with a Choice Specs or Life Orb set. Even though it may not have the best special movepool around, it does have moves such as Earth Power, Energy Ball, and Sludge Bomb. Fidgit has a usable physical movepool, but its poor Attack stat makes it hard for Fidgit to take advantage of such options. It's highly recommended to steer away from using Fidgit offensively, though, as there are better Pokemon for the job and Fidgit has more important things to be doing.</p>

<p>When it comes to additional support moves, Fidgit has a wide array of moves to choose from. Knock Off is useful in removing an important item from the foe, such as Tyranitar's Choice Band or Blissey's Leftovers. Safeguard can be used to protect Fidgit's team from status for several turns, but Fidgit is already immune to paralysis that comes from Electric-type attacks, poison, and sleep (assuming it has Vital Spirit). Fidgit can make good use of Whirlwind, being able to force the opponent to take damage from the entry hazards it has set up. Whirlwind also works well with Encore, as Fidgit can use Whirlwind once it forces the opponent out by Encore, racking up even more residual damage. Lastly, RestTalk Fidgit with Spikes and Toxic Spikes is a possibility, but is highly susceptible to being Taunted, so it is recommended to use at least on attacking option.<p>

<p>Rain Dance and Sunny Day are viable options that Fidgit can run on the Field-Effect Supporter set. Since Fidgit packs a multitude of support options, fantastic typing, and a great stat spread, many rain and sun sweepers will enjoy having Fidgit aid them in their sweep. Sadly, Persistent doesn't increase the duration of Rain Dance or Sunny Day, meaning Fidgit will have to use Damp Rock or Heat Rock to set up eight turns of rain or sun, respectively.</p>

<p>Torment is an interesting move Fidgit can put to use. Since it stops the opponent from selecting the same move twice, it can easily force the opposing Pokemon to switch out if they have been Encored. On top of that, Fidgit's defensive typing has a large number of resistances and immunities, it has an easier time setting up entry hazards, since the opponent may not have run two moves that hit Fidgit super effectively in their moveset at once. As a bonus, it can force switches from Choiced users as they are no longer capable of attacking twice with their selected attack.</p>

<p>Block can potentially trap a Pokemon that doesn't harm Fidgit in any way and set up full layers of entry hazards. Not only can it trap the opposing Pokemon, but Fidgit can use it in tandem with Encore to further render the opponent unable to stop it accomplishing its goal.</p>

<h2>CAP Metagame</h2>

<p>Fidgit's supporting capabilities, typing, and stat spread help it threaten many CAP Pokemon. Revenankh, Arghonaut, Kitsunoh, and Cyclohm are examples of CAP Pokemon that generally dislike being against Fidgit. With Revenankh's common movesets containing Rest and Bulk Up, it easily falls into the trap of Encore, forcing it to switch out and lose all of its gathered boosts. Arghonaut works in the same way as Revenankh because Fidgit can Encore Arghonaut's Recover, STAB Fighting-type attack, Substitute, and the occasionally seen Bulk Up. Fidgit's great physical bulk and access to Earth Power give it the ability to threaten almost all variations of Kitsunoh, only needing to watch out for Ice Punch. Lastly, Fidgit can fearlessly switch into Cyclohm's Thunderbolt or Slack Off and either use Encore or hit it for heavy damage right away with Earth Power. All of these forced switches Fidgit causes against the aforementioned Pokemon give it many opportunities to lay down more entry hazards.</p>

<p>Colossoil, Stratagem, and Syclant are the three Pokemon Fidgit absolutely hates being put up against, mainly because Fidgit can't seriously threaten them. Colossoil's high base HP allows it to take Fidgit's Earth Power with ease and retaliate with a super effective Earthquake or dispose of any entry hazards Fidgit has set up with Rapid Spin. Stratagem with Levitate are immune to Earth Power and defeat Fidgit with their own Earth Power. Lastly, Syclant's STAB Ice-type attacks and resistance to Earth Power spell doom for Fidgit. Syclant can also set up Spikes should it predict Fidgit switching out.</p>

<h2>Counters</h2>

<p>Fidgit is a very versatile Pokemon, but there exist several ways to cripple it. Taunt is a big issue for to Fidgit because it will shut down nearly tits entire moveset in most cases, forcing it to attack the opponent with a weak attack. Gyarados is a good example of a Taunt user that makes Fidgit completely useless, gaining a free Dragon Dance boost as Fidgit switches out. For Taunt users to deal with Fidgit leads, Aerodactyl and Azelf are excellent candidates, both of whom are immune to Earth Power and can set up Stealth Rock. Trick coming from the likes of Latias or Rotom-A is another common problem Fidgit encounters, as Fidgit with a Choice item hinders its ability to do its job and makes it easy set-up bait. One of the biggest issues Fidgit has is its lack of reliable recovery (Wish still isn't good enough), which generally results in Fidgit falling prey to repeated, powerful attacks.</p>

It was much better this time around. Fixed a few typos I found and the very few wording errors I encountered. The thing reads beautifully now, though; superb job, Fuzz. :)
 
Thanks you two for your corrections. This is fully complete and I'll be uploading this right now! If anyone else spots mistakes throughout the analysis, don't hesitate to let me know!
 
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