Hello, Smogonites! I don't do a ton of posting or playing anymore, but as someone that fell in love with Pokemon back in Gen 1, I couldn't resist getting heavily involved in the Kanto Classic. I've been playing the format heavily since it went up on the ladder and peaked at #8, but now I'm having some trouble figuring out exactly what to do before trying to get my team in-game. Here's what I have so far, and I'd love to hear your thoughts.
MOONBEAST (Clefable)
Ability: Unaware
Level: 50
EVs: 228 HP / 252 Def / 28 Spe
Bold Nature
- Moonblast
- Calm Mind
- Heal Bell
- Moonlight
As much as I loved Minimize/Stored Power as a quick and easy way to plow through the low ladder, its proven so much harder to use near the top with all of the threats around. Clefable, amazing as she is, just doesn't get enough done simply as a set-up sweeper. I made the change to CM/Moonblast so I could squeeze Heal Bell onto her, allowing me to keep a cleric on the team and instead make better use of Chansey's slot. Now that so many people are speed creeping on Clefable, I added 16 more EVs to Spe in my final edit when getting my team in-game.
Buzzbeat (Zapdos)
Ability: Pressure
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Roost
- Defog
- Heat Wave
- Discharge
Zapdos is amazing, as people are slowly starting to figure out. PP Stalling with Pressure, as boring as it is, actually will grab a few wins. I'm debating how necessary Defog is, as Stealth Rock doesn't seem quite as central to this metagame as it is in other more offensive ones, but I hate the idea of having to deal with it and it hurts Dragonite's longevity significantly. Discharge spreads Paralysis to help Clefable and Slowbro set up when the time is right, Heat Wave lets Zapdos damage Nidokings and Jolteons on the switch, and depending on their investment, can often afford to stay in even on Ice Beams and HP:Ice respectively and keep dealing damage. Rocks aren't a tremendous problem for my team, though I do like to keep Dragonite's Multiscale intact. Is Defog worth keeping?
Uncle Snoozer (Snorlax)
Ability: Thick Fat
EVs: 252 Def / 244 SpD / 12 Spe
Impish Nature
- Rest
- Sleep Talk
- Fissure
- Crunch
Dropping Chansey gave me the ability to add another huge win condition to the team. There's no doubt that Snorlax is incredibly difficult to get past in this meta, and having faced so many of them and struggled to do anything against them, he simply had to make the team. Having the EVs in defenses do more for his overall bulk than adding to his already massive HP stat, and my goal is to really outlast any attackers, firing off Fissures until everything that Body Slam can't overcome ends up falling down. Dropped Body Slam for Crunch in final edits. Gengar was impossible to get around if played appropriately, and Crunch will still wear down most things eventually.
Teddy Broosevelt (Slowbro)
Ability: Regenerator
Level: 50
EVs: 244 HP / 252 Def / 12 Spe
Bold Nature
- Thunder Wave
- Slack Off
- Calm Mind
- Psychic
I've been running this Slowbro seemingly forever. Getting a CM in allows him to take Thunderbolts and Shadow Balls and recover off the damage with Slack Off. Getting to +1 on a forced switch lets Slowbro completely overpower Gengar and Alakazam by paralyzing them, recovering until they're fully paralyzed, and then start firing off the Psychics. Replaced Scald at the suggestion and I find that the extra damage, lack of immunities, as well as the 75% chance to OHKO Gengar is pretty nice.
AirCow (Dragonite)
Ability: Multiscale
Level: 50
EVs: 212 HP / 68 Atk / 228 Def
Adamant Nature
- Iron Head
- Thunder Wave
- Roost
- Stone Edge
Dragonite leads nine out of ten matches. With Multiscale, he's nearly impervious to all but a few attacks, only really fearing Cloyster's Icicle Spear. This allow him to do such bold things as stay in on Nidoking and Earthquake to see if he's faster. Iron Head smacks Aerodactyl and Clefable hard, and EQ one-shots most Jolteons that are foolish enough to stay in. Switched to Stone Edge to murder the many Articunos showing up on high ladder and hit Zapdos harder. I miss having the OHKO in Jolteons, but other teammates can handle them.
RhiRhi (Machamp)
Ability: No Guard
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Dynamic Punch
- Toxic
- Rest
- Sleep Talk
And here's the newest and oddest member of the team. His nickname sucks, by the way, so suggestions on that would be appreciated, too. Again, my preference for Pokemon able to recover and stall shows through with a second Rest/Talking member, and as odd as this build looks, so far it's been effective.
Machamp is on the team for two reasons: Punch Snorlax hard, and Toxic Slowbros and Clefables. Confusing other Pokemon is simply a bonus, giving everyone else a chance at free turns to either set up CMs or hit a lucky Fissure. The Special Bulk forces neutral hits into 3HKO situations, notably Jolteon's Thunderbolt and Nidoking's Sludge Wave, and that allows him to stay in and fish for Dynamic Punches that can wear them down.
Obviously I'm open to thoughts about changing him some, too. With all the Rest/Talking, a Guts set could be interesting, but with hitting Toxic at the right time being so key, I really like having that be 100% guaranteed.
Final edits made, team is in-game and ready to rock!
Old Version Replays:
https://t.co/PivbV4T0r9
https://t.co/vU4ndDqayH
https://t.co/4E070MhMUA
Most Recent Replays:
http://replay.pokemonshowdown.com/kantoclassic-331246195
http://replay.pokemonshowdown.com/kantoclassic-331673984
http://replay.pokemonshowdown.com/kantoclassic-331680015
http://replay.pokemonshowdown.com/kantoclassic-333017502

MOONBEAST (Clefable)
Ability: Unaware
Level: 50
EVs: 228 HP / 252 Def / 28 Spe
Bold Nature
- Moonblast
- Calm Mind
- Heal Bell
- Moonlight
As much as I loved Minimize/Stored Power as a quick and easy way to plow through the low ladder, its proven so much harder to use near the top with all of the threats around. Clefable, amazing as she is, just doesn't get enough done simply as a set-up sweeper. I made the change to CM/Moonblast so I could squeeze Heal Bell onto her, allowing me to keep a cleric on the team and instead make better use of Chansey's slot. Now that so many people are speed creeping on Clefable, I added 16 more EVs to Spe in my final edit when getting my team in-game.

Buzzbeat (Zapdos)
Ability: Pressure
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Roost
- Defog
- Heat Wave
- Discharge
Zapdos is amazing, as people are slowly starting to figure out. PP Stalling with Pressure, as boring as it is, actually will grab a few wins. I'm debating how necessary Defog is, as Stealth Rock doesn't seem quite as central to this metagame as it is in other more offensive ones, but I hate the idea of having to deal with it and it hurts Dragonite's longevity significantly. Discharge spreads Paralysis to help Clefable and Slowbro set up when the time is right, Heat Wave lets Zapdos damage Nidokings and Jolteons on the switch, and depending on their investment, can often afford to stay in even on Ice Beams and HP:Ice respectively and keep dealing damage. Rocks aren't a tremendous problem for my team, though I do like to keep Dragonite's Multiscale intact. Is Defog worth keeping?

Uncle Snoozer (Snorlax)
Ability: Thick Fat
EVs: 252 Def / 244 SpD / 12 Spe
Impish Nature
- Rest
- Sleep Talk
- Fissure
- Crunch
Dropping Chansey gave me the ability to add another huge win condition to the team. There's no doubt that Snorlax is incredibly difficult to get past in this meta, and having faced so many of them and struggled to do anything against them, he simply had to make the team. Having the EVs in defenses do more for his overall bulk than adding to his already massive HP stat, and my goal is to really outlast any attackers, firing off Fissures until everything that Body Slam can't overcome ends up falling down. Dropped Body Slam for Crunch in final edits. Gengar was impossible to get around if played appropriately, and Crunch will still wear down most things eventually.

Teddy Broosevelt (Slowbro)
Ability: Regenerator
Level: 50
EVs: 244 HP / 252 Def / 12 Spe
Bold Nature
- Thunder Wave
- Slack Off
- Calm Mind
- Psychic
I've been running this Slowbro seemingly forever. Getting a CM in allows him to take Thunderbolts and Shadow Balls and recover off the damage with Slack Off. Getting to +1 on a forced switch lets Slowbro completely overpower Gengar and Alakazam by paralyzing them, recovering until they're fully paralyzed, and then start firing off the Psychics. Replaced Scald at the suggestion and I find that the extra damage, lack of immunities, as well as the 75% chance to OHKO Gengar is pretty nice.

AirCow (Dragonite)
Ability: Multiscale
Level: 50
EVs: 212 HP / 68 Atk / 228 Def
Adamant Nature
- Iron Head
- Thunder Wave
- Roost
- Stone Edge
Dragonite leads nine out of ten matches. With Multiscale, he's nearly impervious to all but a few attacks, only really fearing Cloyster's Icicle Spear. This allow him to do such bold things as stay in on Nidoking and Earthquake to see if he's faster. Iron Head smacks Aerodactyl and Clefable hard, and EQ one-shots most Jolteons that are foolish enough to stay in. Switched to Stone Edge to murder the many Articunos showing up on high ladder and hit Zapdos harder. I miss having the OHKO in Jolteons, but other teammates can handle them.

RhiRhi (Machamp)
Ability: No Guard
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Dynamic Punch
- Toxic
- Rest
- Sleep Talk
And here's the newest and oddest member of the team. His nickname sucks, by the way, so suggestions on that would be appreciated, too. Again, my preference for Pokemon able to recover and stall shows through with a second Rest/Talking member, and as odd as this build looks, so far it's been effective.
Machamp is on the team for two reasons: Punch Snorlax hard, and Toxic Slowbros and Clefables. Confusing other Pokemon is simply a bonus, giving everyone else a chance at free turns to either set up CMs or hit a lucky Fissure. The Special Bulk forces neutral hits into 3HKO situations, notably Jolteon's Thunderbolt and Nidoking's Sludge Wave, and that allows him to stay in and fish for Dynamic Punches that can wear them down.
Obviously I'm open to thoughts about changing him some, too. With all the Rest/Talking, a Guts set could be interesting, but with hitting Toxic at the right time being so key, I really like having that be 100% guaranteed.
Final edits made, team is in-game and ready to rock!
Old Version Replays:
https://t.co/PivbV4T0r9
https://t.co/vU4ndDqayH
https://t.co/4E070MhMUA
Most Recent Replays:
http://replay.pokemonshowdown.com/kantoclassic-331246195
http://replay.pokemonshowdown.com/kantoclassic-331673984
http://replay.pokemonshowdown.com/kantoclassic-331680015
http://replay.pokemonshowdown.com/kantoclassic-333017502
Last edited: