National Dex "..." | Peaked 1904, #1 [NatDex OU]

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"..."




Hello everyone, Bit here once again making a meme RMT for a metagame I've played no tournaments in. This time around I decided to take Red's team from Pokemon Crystal (because all the later versions have Lapras over Espeon, which I couldn't get to work despite repeated attempts) and see how far I could push it in Natdex, where every Pokemon has as many options as possible. As an additional thought experiment, I created a new alt called "Red vs Showdown" and only ever typed out "..." at the beginning of the battle, "..." at the end if I won, and "..!" if I was defeated. This would prove to be a more effective tactic than I could've ever predicted.

I won't speak much about the teambuilding process since I had decided I was going to use this exact 6 from the very beginning. The only real choice was deciding the items, movesets and EVs, which leads us to...

The Team:

--->


Pikachu (F) @ Light Ball
Ability: Lightning Rod
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Fake Out
- Volt Tackle
- Extreme Speed
- Hidden Power [Ice]

Red's signature Pokemon and mascot of the franchise, Pikachu. Everyone's favorite electric rodent has to leverage everything Game Freak has gifted it over the years in order to pull any sort of weight in the dangerous lands of Natdex OU. Fake Out + Extreme Speed is a powerful combo not shared by any other Pokemon and this alone grants Pikachu surprise kill potential while simultaneously letting it revenge kill dangerous threats like Weavile and Garchomp after it has used Scale Shot. Volt Tackle is our STAB move and Pikachu's hardest hitting attack, having a decent chance at OHKOing most Toxapex and Corviknight while 2HKOing max phys def Clefable and pressuring Heatran and Chansey into switching out or risk taking massive damage. Hidden Power Ice is the last move to punish the most common switchins into Pikachu, Landorus-t and Garchomp, easily 2HKOing speedy variants with an Extreme Speed afterwards. (Or a second HP Ice if the Lando-T is notably slower than Pikachu). Lonely Nature is ran because Pikachu already has paper-thin defense and its special defense is important in taking non-boosted Tapu Koko Dazzling Gleams for when you mispredict, as he is the only electric immunity.

252+ Atk Light Ball Pikachu Fake Out vs. 0 HP / 0 Def Weavile: 79-94 (28.1 - 33.4%) -- 0.1% chance to 3HKO
252+ Atk Light Ball Pikachu Extreme Speed vs. 0 HP / 0 Def Weavile: 158-187 (56.2 - 66.5%) -- guaranteed 2HKO
252+ Atk Light Ball Pikachu Fake Out vs. -1 0 HP / 0 Def Garchomp: 88-104 (24.6 - 29.1%) -- possible 5HKO after Leftovers recovery
252+ Atk Light Ball Pikachu Extreme Speed vs. -1 0 HP / 0 Def Garchomp: 175-207 (49 - 57.9%) -- 59% chance to 2HKO after Leftovers recovery

252+ Atk Light Ball Pikachu Volt Tackle vs. 252 HP / 0 Def Heatran: 238-282 (61.6 - 73%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Light Ball Pikachu Volt Tackle vs. 252 HP / 252+ Def Eviolite Chansey: 331-391 (47 - 55.5%) -- 74.2% chance to 2HKO
252+ Atk Light Ball Pikachu Volt Tackle vs. 252 HP / 252+ Def Toxapex: 270-318 (88.8 - 104.6%) -- 25% chance to OHKO

4 SpA Light Ball Pikachu Hidden Power Ice vs. 0 HP / 4 SpD Garchomp: 228-272 (63.8 - 76.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Light Ball Pikachu Extreme Speed vs. 0 HP / 0 Def Garchomp: 117-138 (32.7 - 38.6%) -- 4.5% chance to 3HKO after Leftovers recovery
4 SpA Light Ball Pikachu Hidden Power Ice vs. 0 HP / 0 SpD Landorus-Therian: 244-288 (76.4 - 90.2%) -- guaranteed 2HKO
-1 252+ Atk Light Ball Pikachu Extreme Speed vs. 0 HP / 4 Def Landorus-Therian: 81-96 (25.3 - 30%) -- guaranteed 4HKO

--->


Charizard-Mega-Y (M) @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Air Slash
- Focus Blast
- Roost

Mega Charizard-Y is our mega of choice. He serves as the main wallbreaker for the team with his extremely powerful STAB Sun-Boosted Fire Blast, which we run over safer options like Weather Ball because of favorable calcs on defensive Landorus-T, Bulky Zapdos and a 2HKO on most Garchomps which because of this team's lower power level are desperately needed. Air Slash is important to dissuade Kommo-O and Pelipper from switching into Charizard-Y and it's also a more reliable move than Fire Blast for situations were hitting is necessary. Focus Blast is needed because the team is terribly weak to Tyranitar and it's important to be able to force it out without getting Pursuit trapped. It also hits one of the most common answers to Venusaur, Heatran. Roost is necessary in order to keep Zard healthy from dangerous sweepers like Mega Scizor and Mega Mawile who he needs to be at 100% to check.

252 SpA Charizard-Mega-Y Fire Blast vs. 252 HP / 0 SpD Landorus-Therian in Sun: 378-445 (98.9 - 116.4%) -- 93.8% chance to OHKO
252 SpA Charizard-Mega-Y Fire Blast vs. 248 HP / 0 SpD Zapdos in Sun: 343-405 (89.5 - 105.7%) -- 37.5% chance to OHKO
252 SpA Charizard-Mega-Y Fire Blast vs. 0 HP / 4 SpD Garchomp in Sun: 179-211 (50.1 - 59.1%) -- 78.1% chance to 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Fire Blast vs. 252 HP / 4 SpD Toxapex in Sun: 116-137 (38.1 - 45%) -- guaranteed 3HKO

252 SpA Charizard-Mega-Y Air Slash vs. 0 HP / 4 SpD Kommo-o: 272-324 (93.4 - 111.3%) -- 62.5% chance to OHKO
252 SpA Charizard-Mega-Y Air Slash vs. +1 0 HP / 4 SpD Kommo-o: 186-218 (63.9 - 74.9%) -- guaranteed 2HKO
252 SpA Charizard-Mega-Y Air Slash vs. 252 HP / 40 SpD Kommo-o: 264-312 (74.5 - 88.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Air Slash vs. 248 HP / 8 SpD Pelipper: 189-223 (58.5 - 69%) -- guaranteed 2HKO

252 SpA Charizard-Mega-Y Focus Blast vs. 252 HP / 252+ SpD Tyranitar in Sand: 292-348 (72.2 - 86.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Focus Blast vs. 252 HP / 136+ SpD Heatran: 232-274 (60.1 - 70.9%) -- guaranteed 2HKO after Leftovers recovery
--->


Blastoise (M) @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
- Flip Turn
- Ice Beam
- Roar
- Rapid Spin


Blastoise is the team's physically defensive pivot and spinner. His main job is switching into dangerous physical threats such as Loppuny, Garchomp and Landorus-T and Flip Turning out into a breaker, usually Charizard-Y or Snorlax. Ice Beam is important in threatening Garchomp, Gliscor and other rockers into switching out so Blastoise can spin. Roar is necessary in order to not lose to sub Hawlucha, who otherwise sets up with ease on most of the team and sweeps. After Hawlucha has been roared, Espeon or Charizard-Y can revenge it as it rarely runs more than 328 Speed. Rapid spin is necessary in order to keep rocks away, specially when dealing with Mold Breaker rockers like Excadrill who ignore Espeon's Magic Bounce.

0 SpA Blastoise Ice Beam vs. 0 HP / 4 SpD Garchomp: 260-308 (72.8 - 86.2%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Blastoise Ice Beam vs. 252 HP / 0 SpD Landorus-Therian: 272-324 (71.2 - 84.8%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Blastoise Ice Beam vs. 0 HP / 0 SpD Landorus-Therian: 272-324 (85.2 - 101.5%) -- 12.5% chance to OHKO
0 SpA Blastoise Ice Beam vs. 0 HP / 132 SpD Hawlucha: 136-162 (45.7 - 54.5%) -- 52.3% chance to 2HKO

0 Atk Torrent Blastoise Flip Turn vs. 0 HP / 4 Def Medicham-Mega: 94-112 (36 - 42.9%) -- guaranteed 3HKO
0 Atk Torrent Blastoise Flip Turn vs. 0 HP / 0 Def Lopunny-Mega: 88-105 (32.4 - 38.7%) -- 98.7% chance to 3HKO

252 Atk Landorus-Therian Earthquake vs. 252 HP / 252+ Def Blastoise: 127-151 (35 - 41.7%) -- guaranteed 3HKO
252 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Blastoise: 118-139 (32.5 - 38.3%) -- 97.7% chance to 3HKO
+2 252 Atk Garchomp Continental Crush (180 BP) vs. 252 HP / 252+ Def Blastoise: 282-332 (77.9 - 91.7%) -- guaranteed 2HKO
252 Atk Pure Power Medicham-Mega High Jump Kick vs. 252 HP / 252+ Def Blastoise: 255-301 (70.4 - 83.1%) -- guaranteed 2HKO
252 Atk Lopunny-Mega High Jump Kick vs. 252 HP / 252+ Def Blastoise: 159-187 (43.9 - 51.6%) -- guaranteed 3HKO after Leftovers recovery
+2 252+ Atk Hawlucha Close Combat vs. 252 HP / 252+ Def Blastoise: 246-289 (67.9 - 79.8%) -- guaranteed 2HKO after Leftovers recovery

--->


Venusaur (M) @ Grassium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Sludge Bomb
- Weather Ball
- Growth

Venusaur is the team's late-game win condition. With a Timid nature and Sun up, Venusaur is able to outspeed every scarfer up to scarf greninja and revenge kill them while also being a potent sweeper capable of cleaning weakened teams after a Growth. Z Solar Beam provides max pressure against pokemon that try to haze or stall our Venusaur such as Toxapex and Chansey, Toxapex in particular is OHKO'd by +2 Bloom Doom. Sludge Bomb provides a reliable STAB and a way of breaking past unaware Clefable, and Weather Ball allows Venusaur to easily punch through the likes of Corviknight and Mega Scizor.

+2 252 SpA Venusaur Bloom Doom (190 BP) vs. 252 HP / 252+ SpD Toxapex: 289-342 (95 - 112.5%) -- 68.8% chance to OHKO
+4 252 SpA Venusaur Sludge Bomb vs. 248 HP / 8 SpD Eviolite Chansey: 234-276 (33.2 - 39.2%) -- 100% chance to 3HKO
+4 252 SpA Venusaur Bloom Doom (190 BP) vs. 248 HP / 8 SpD Eviolite Chansey: 492-579 (69.9 - 82.3%) -- guaranteed 2HKO
252 SpA Venusaur Bloom Doom (190 BP) vs. 0 HP / 0 SpD Medicham-Mega: 297-349 (113.7 - 133.7%) -- guaranteed OHKO
252 SpA Venusaur Bloom Doom (190 BP) vs. 0 HP / 4 SpD Lopunny-Mega: 267-315 (98.5 - 116.2%) -- 87.5% chance to OHKO
252 SpA Venusaur Bloom Doom (190 BP) vs. 248 HP / 8 SpD Pelipper: 343-405 (106.1 - 125.3%) -- guaranteed OHKO
252 SpA Venusaur Sludge Bomb vs. 252 HP / 56+ SpD Clefable: 230-272 (58.3 - 69%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Venusaur Weather Ball (100 BP Fire) vs. 248 HP / 92 SpD Corviknight in Sun: 282-332 (70.6 - 83.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Venusaur Weather Ball (100 BP Fire) vs. 252 HP / 0 SpD Mawile-Mega in Sun: 286-338 (94 - 111.1%) -- 68.8% chance to OHKO

--->


Espeon (F) @ Choice Scarf
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Weather Ball / Hidden Power Fire
- Dazzling Gleam
- Trick

Espeon is the team's best form of speed control outside of weather. He also provides hazard denial with his ability, Magic Bounce, although you'll find very few people actually click rocks when they see Espeon on the team. This is still accomplishing her job though, so we don't complain. Psychic is the main STAB move and is decently powerful, able to 2HKO important targets like Toxapex and Mega Medicham. The second move is your choice of Fire type coverage, with Weather ball being stronger but HP Fire being more consistent. Both are aimed at common Steel type switchins to Espeon. Finally Dazzling Gleam is required as it's the only way of putting Kommo-O into Pikachu range if it has already boosted to +1. Additionally it hits Dark type switchins to Espeon like Tyranitar, Weavile and even surprises Scarf Hydreigon. Finally, Trick is absolutely crucial in punishing Blissey and Chansey who stay in on Espeon to either Seismic Toss it and force it out or Teleport to bring in a teammate. Crippling Chansey or Blissey is essential for Charizard-Y to break through the teams that carry them.

252 SpA Espeon Psychic vs. 0 HP / 4 SpD Tapu Koko: 186-220 (66.1 - 78.2%) -- guaranteed 2HKO
252 SpA Espeon Psychic vs. 0 HP / 0 SpD Medicham-Mega: 169-199 (64.7 - 76.2%) -- guaranteed 2HKO
252 SpA Espeon Psychic vs. 0 HP / 0 SpD Landorus-Therian: 178-210 (55.7 - 65.8%) -- guaranteed 2HKO
252 SpA Espeon Psychic vs. 252 HP / 252+ SpD Toxapex: 168-198 (55.2 - 65.1%) -- guaranteed 2HKO

252 SpA Espeon Dazzling Gleam vs. +1 0 HP / 4 SpD Kommo-o: 224-268 (76.9 - 92%) -- guaranteed 2HKO
252 SpA Espeon Dazzling Gleam vs. 0 HP / 4 SpD Hydreigon: 384-452 (118.1 - 139%) -- guaranteed OHKO
252 SpA Espeon Dazzling Gleam vs. 0 HP / 4 SpD Weavile: 200-236 (71.1 - 83.9%) -- guaranteed 2HKO
252 SpA Espeon Dazzling Gleam vs. 0 HP / 4 SpD Tyranitar in Sand: 116-138 (34 - 40.4%) -- guaranteed 3HKO

252 SpA Espeon Weather Ball (100 BP Fire) vs. 248 HP / 92 SpD Corviknight in Sun: 338-398 (84.7 - 99.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Espeon Weather Ball (100 BP Fire) vs. 248 HP / 244 SpD Scizor-Mega in Sun: 520-616 (151.6 - 179.5%) -- guaranteed OHKO



--->


Snorlax (M) @ Choice Band
Ability: Thick Fat
EVs: 64 HP / 252 Atk / 144 SpD / 48 Spe
Adamant Nature
- Return
- Pursuit
- Heat Crash
- Superpower / Self-Destruct

Snorlax is the team's main physical attacker and Pursuit trapper. His job is getting rid of special walls that stop Charizard-Y and Venusaur from punching holes and sweeping. Such Pokemon include Chansey, Blissey, Mega Lati@s, Heatran, etc. His secondary roll is serving as the team's main Ash Gren switchin, as otherwise it would mindlessly click Dark Pulse and sweep through the team. The specific EV spread allows it to hit 108, which is faster than most Toxapex and Reuniclus, and allows Snorlax to 2HKO both of them with Return. Enough is invested into HP to survive never be 2HKO'd by banded Weavile's Triple Axel and the rest is put into Sp. Def to maximize Greninja switchins. Pursuit is necessary not only for the Lati twins, but also for Blacephelon and other ghost types who would attempt to block Blastoise's spin. Heat Crash smashes Ferrothorn, Corviknight and even Mawile as it switches in while also being boosted by the sunlight. Superpower allows Snorlax to hit Ferrothorn in rain while still OHKOing Greninja and Kartana and doing respectable damage to Melmetal. The alternative option, Self-Destruct, is the only move Snorlax can learn that can OHKO a Chansey from full which can come in handy in certain scenarios. It also provides a reset that can allow Charizard-Y in one more time to set the sun back up and change the flow of the match.

252+ Atk Choice Band Snorlax Return vs. 252 HP / 200 Def Clefable: 247-292 (62.6 - 74.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Snorlax Return vs. 252 HP / 212+ Def Reuniclus: 220-259 (51.8 - 61%) -- guaranteed 2HKO
-1 252+ Atk Choice Band Snorlax Return vs. 252 HP / 164+ Def Landorus-Therian: 136-162 (35.6 - 42.4%) -- 92.4% chance to 3HKO after Leftovers recovery
252+ Atk Choice Band Snorlax Return vs. 252 HP / 252+ Def Toxapex: 130-154 (42.7 - 50.6%) -- guaranteed 3HKO after Black Sludge recovery
252+ Atk Choice Band Snorlax Return vs. 252 HP / 252+ Def Slowbro: 165-195 (41.8 - 49.4%) -- guaranteed 3HKO

252+ Atk Choice Band Snorlax Return vs. 0 HP / 4 Def Greninja: 337-397 (118.2 - 139.2%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Return vs. 0 HP / 0 Def Tapu Lele: 309-364 (109.9 - 129.5%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Return vs. 0 HP / 4 Def Medicham-Mega: 279-328 (106.8 - 125.6%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Return vs. 0 HP / 0 Def Lopunny-Mega: 256-303 (94.4 - 111.8%) -- 68.8% chance to OHKO
252+ Atk Choice Band Snorlax Return vs. 0 HP / 0 Def Tapu Koko: 280-330 (99.6 - 117.4%) -- 93.8% chance to OHKO

252+ Atk Choice Band Snorlax switching boosted Pursuit (80 BP) vs. 0 HP / 0 Def Latios: 308-364 (102.3 - 120.9%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax switching boosted Pursuit (80 BP) vs. 0 HP / 0 Def Latios-Mega: 256-302 (85 - 100.3%) -- 6.3% chance to OHKO
252+ Atk Choice Band Snorlax switching boosted Pursuit (80 BP) vs. 252 HP / 4 Def Latias-Mega: 218-258 (59.8 - 70.8%) -- guaranteed 2HKO
252+ Atk Choice Band Snorlax switching boosted Pursuit (80 BP) vs. 0 HP / 0 Def Blacephalon: 424-500 (171.6 - 202.4%) -- guaranteed OHKO

252+ Atk Choice Band Snorlax Heat Crash (120 BP) vs. 248 HP / 168+ Def Corviknight in Sun: 430-506 (107.7 - 126.8%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Heat Crash (120 BP) vs. 252 HP / 0 Def Mawile-Mega: 316-374 (103.9 - 123%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Heat Crash (80 BP) vs. 248 HP / 16+ Def Scizor-Mega: 344-408 (100.2 - 118.9%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Heat Crash (100 BP) vs. 252 HP / 252+ Def Ferrothorn: 384-452 (109 - 128.4%) -- guaranteed OHKO

252+ Atk Choice Band Snorlax Superpower vs. 0 HP / 0 Def Kartana: 304-358 (117.3 - 138.2%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Superpower vs. 252 HP / 252+ Def Ferrothorn: 228-270 (64.7 - 76.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Snorlax Superpower vs. 252 HP / 0 Def Melmetal: 282-332 (59.4 - 70%) -- guaranteed 2HKO
252+ Atk Choice Band Snorlax Superpower vs. 248 HP / 252+ Def Eviolite Chansey: 508-598 (72.2 - 85%) -- guaranteed 2HKO

252+ Atk Choice Band Snorlax Self-Destruct vs. 248 HP / 252+ Def Eviolite Chansey: 633-745 (90 - 105.9%) -- 37.5% chance to OHKO

252 SpA Choice Specs Greninja Dark Pulse vs. 64 HP / 144 SpD Snorlax: 135-160 (28.3 - 33.5%) -- 0.1% chance to 3HKO
252 SpA Choice Specs Tapu Lele Psyshock vs. 64 HP / 0 Def Snorlax in Psychic Terrain: 363-427 (76.1 - 89.5%) -- 18.8% chance to OHKO after Stealth Rock
252 Atk Choice Band Weavile Triple Axel (40 BP) (3 hits) vs. 64 HP / 0 Def Thick Fat Snorlax: 201-237 (42.1 - 49.6%) -- approx. 3HKO
252 SpA Blacephalon Flamethrower vs. 64 HP / 144 SpD Thick Fat Snorlax: 67-79 (14 - 16.5%) -- possible 7HKO




These two simply click their STAB moves against the entire team and have the ability to stall out Sun turns with Fake out. They should be handled with extreme caution as their raw power cannot be easily switched into. The best way to handle teams that include them is to force them to trade with Charizard-Y and attempt to win with Venusaur late game.



As one would expect for a team with no Fairy types, the Dragons are an issue. Kommo-O in particular is able to unleash his boosting Z-move on anyone on the team and can potentially be Bulletproof to Venusaur's Sludge Bomb. The best way to handle it is to sack something to the Z-move and pray it doesn't read you and Clangorous Soul instead, go Charizard-Y to chip it with Air Slash, then revenge kill it with Venusaur or Espeon. As for Garchomp it is mostly handled by Blastoise but it can be extremely threatening with Scale Shot in the late game if Pikachu and Espeon are gone. Dragonium Z also claims a kill whenever it wants.



This team relies on special attackers to break through the opponent and sweep. Logically, Chansey and Toxapex would be a huge issues. The main way of handling both is to Trick it a scarf with Espeon or blow through it using Venusaur's +4 Bloom Doom (+2 for Pex). Snorlax can also be used to pressure both into staying at low HP and forcing the player using them to sack something to Charizard-Y in order to bring Chansey/Toxapex back in.



Red doesn't have a Dark resists and relies on Charizard-Y. Knock off spam and Pursuit were an issue since Day 1 and that has not changed. Handling Weavile can be very difficult if Venusaur gets chipped into Ice Shard range, so prevent that at all costs. You can also be forced into 50/50 mindgames against both Weavile and Tyranitar as they threaten to Pursuit. The only chance of winning is to be aggressive.



This Pokemon can force out Charizard-Y and cannot be forced out by anything but Venusaur in sun. Meanwhile it constantly threatens to OHKO or 2HKO the entire team or setup rocks to cripple the sun setter. Double switches to get Charizard-Y in as many times as possible are necessary in order to keep Sun up and force an endgame that Venusaur can win.



This Pokemon can claim a KO every single time it's in against a Pokemon that isn't Charizard or Venusaur in the sun. If you allow it to get to +2, the only way to win is to win Sucker Punch mindgames. (This includes options like surprise roaring it with Blastoise if it expects a faster Scald)


Honestly I have to admit, this is one of the funner teams I've ever used. The plan was never to get high up on the ladder, I just wanted to have some fun with memes, but for some strange reason my opponents seemed to get really nervous when it looked like they played some robot who only dropped in visible silence when a battle started. Do I recommend using this team? Only if you feel like having some harmless fun. It's a little clumsy in that it relies on weather but it's only setter doesn't have a Heat Rock and is 4x weak to rocks, and sometimes the lack of a proper electric immunity really screws you over. I'm sure other character-inspired teams would have similar issues...
On the other hand, well, as a certain rap cypher once put very eloquently...

"You wanna talk top champ? Meet me at the top, man."
 
Last edited:


"..."




Hello everyone, Bit here once again making a meme RMT for a metagame I've played no tournaments in. This time around I decided to take Red's team from Pokemon Crystal (because all the later versions have Lapras over Espeon, which I couldn't get to work despite repeated attempts) and see how far I could push it in Natdex, where every Pokemon has as many options as possible. As an additional thought experiment, I created a new alt called "Red vs Showdown" and only ever typed out "..." at the beginning of the battle, "..." at the end if I won, and "..!" if I was defeated. This would prove to be a more effective tactic than I could've ever predicted.

I won't speak much about the teambuilding process since I had decided I was going to use this exact 6 from the very beginning. The only real choice was deciding the items, movesets and EVs, which leads us to...

The Team:

--->


Pikachu (F) @ Light Ball
Ability: Lightning Rod
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Fake Out
- Volt Tackle
- Extreme Speed
- Hidden Power [Ice]

Red's signature Pokemon and mascot of the franchise, Pikachu. Everyone's favorite electric rodent has to leverage everything Game Freak has gifted it over the years in order to pull any sort of weight in the dangerous lands of Natdex OU. Fake Out + Extreme Speed is a powerful combo not shared by any other Pokemon and this alone grants Pikachu surprise kill potential while simultaneously letting it revenge kill dangerous threats like Weavile and Garchomp after it has used Scale Shot. Volt Tackle is our STAB move and Pikachu's hardest hitting attack, having a decent chance at OHKOing most Toxapex and Corviknight while 2HKOing max phys def Clefable and pressuring Heatran and Chansey into switching out or risk taking massive damage. Hidden Power Ice is the last move to punish the most common switchins into Pikachu, Landorus-t and Garchomp, easily 2HKOing speedy variants with an Extreme Speed afterwards. (Or a second HP Ice if the Lando-T is notably slower than Pikachu). Lonely Nature is ran because Pikachu already has paper-thin defense and its special defense is important in taking non-boosted Tapu Koko Dazzling Gleams for when you mispredict, as he is the only electric immunity.

252+ Atk Light Ball Pikachu Fake Out vs. 0 HP / 0 Def Weavile: 79-94 (28.1 - 33.4%) -- 0.1% chance to 3HKO
252+ Atk Light Ball Pikachu Extreme Speed vs. 0 HP / 0 Def Weavile: 158-187 (56.2 - 66.5%) -- guaranteed 2HKO
252+ Atk Light Ball Pikachu Fake Out vs. -1 0 HP / 0 Def Garchomp: 88-104 (24.6 - 29.1%) -- possible 5HKO after Leftovers recovery
252+ Atk Light Ball Pikachu Extreme Speed vs. -1 0 HP / 0 Def Garchomp: 175-207 (49 - 57.9%) -- 59% chance to 2HKO after Leftovers recovery

252+ Atk Light Ball Pikachu Volt Tackle vs. 252 HP / 0 Def Heatran: 238-282 (61.6 - 73%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Light Ball Pikachu Volt Tackle vs. 252 HP / 252+ Def Eviolite Chansey: 331-391 (47 - 55.5%) -- 74.2% chance to 2HKO
252+ Atk Light Ball Pikachu Volt Tackle vs. 252 HP / 252+ Def Toxapex: 270-318 (88.8 - 104.6%) -- 25% chance to OHKO

4 SpA Light Ball Pikachu Hidden Power Ice vs. 0 HP / 4 SpD Garchomp: 228-272 (63.8 - 76.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Light Ball Pikachu Extreme Speed vs. 0 HP / 0 Def Garchomp: 117-138 (32.7 - 38.6%) -- 4.5% chance to 3HKO after Leftovers recovery
4 SpA Light Ball Pikachu Hidden Power Ice vs. 0 HP / 0 SpD Landorus-Therian: 244-288 (76.4 - 90.2%) -- guaranteed 2HKO
-1 252+ Atk Light Ball Pikachu Extreme Speed vs. 0 HP / 4 Def Landorus-Therian: 81-96 (25.3 - 30%) -- guaranteed 4HKO

--->


Charizard-Mega-Y (M) @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Air Slash
- Focus Blast
- Roost

Mega Charizard-Y is our mega of choice. He serves as the main wallbreaker for the team with his extremely powerful STAB Sun-Boosted Fire Blast, which we run over safer options like Weather Ball because of favorable calcs on defensive Landorus-T, Bulky Zapdos and a 2HKO on most Garchomps which because of this team's lower power level are desperately needed. Air Slash is important to dissuade Kommo-O and Pelipper from switching into Charizard-Y and it's also a more reliable move than Fire Blast for situations were hitting is necessary. Focus Blast is needed because the team is terribly weak to Tyranitar and it's important to be able to force it out without getting Pursuit trapped. It also hits one of the most common answers to Venusaur, Heatran. Roost is necessary in order to keep Zard healthy from dangerous sweepers like Mega Scizor and Mega Mawile who he needs to be at 100% to check.

252 SpA Charizard-Mega-Y Fire Blast vs. 252 HP / 0 SpD Landorus-Therian in Sun: 378-445 (98.9 - 116.4%) -- 93.8% chance to OHKO
252 SpA Charizard-Mega-Y Fire Blast vs. 248 HP / 0 SpD Zapdos in Sun: 343-405 (89.5 - 105.7%) -- 37.5% chance to OHKO
252 SpA Charizard-Mega-Y Fire Blast vs. 0 HP / 4 SpD Garchomp in Sun: 179-211 (50.1 - 59.1%) -- 78.1% chance to 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Fire Blast vs. 252 HP / 4 SpD Toxapex in Sun: 116-137 (38.1 - 45%) -- guaranteed 3HKO

252 SpA Charizard-Mega-Y Air Slash vs. 0 HP / 4 SpD Kommo-o: 272-324 (93.4 - 111.3%) -- 62.5% chance to OHKO
252 SpA Charizard-Mega-Y Air Slash vs. +1 0 HP / 4 SpD Kommo-o: 186-218 (63.9 - 74.9%) -- guaranteed 2HKO
252 SpA Charizard-Mega-Y Air Slash vs. 252 HP / 40 SpD Kommo-o: 264-312 (74.5 - 88.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Air Slash vs. 248 HP / 8 SpD Pelipper: 189-223 (58.5 - 69%) -- guaranteed 2HKO

252 SpA Charizard-Mega-Y Focus Blast vs. 252 HP / 252+ SpD Tyranitar in Sand: 292-348 (72.2 - 86.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Focus Blast vs. 252 HP / 136+ SpD Heatran: 232-274 (60.1 - 70.9%) -- guaranteed 2HKO after Leftovers recovery
--->


Blastoise (M) @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
- Flip Turn
- Ice Beam
- Roar
- Rapid Spin


Blastoise is the team's physically defensive pivot and spinner. His main job is switching into dangerous physical threats such as Loppuny, Garchomp and Landorus-T and Flip Turning out into a breaker, usually Charizard-Y or Snorlax. Ice Beam is important in threatening Garchomp, Gliscor and other rockers into switching out so Blastoise can spin. Roar is necessary in order to not lose to sub Hawlucha, who otherwise sets up with ease on most of the team and sweeps. After Hawlucha has been roared, Espeon or Charizard-Y can revenge it as it rarely runs more than 328 Speed. Rapid spin is necessary in order to keep rocks away, specially when dealing with Mold Breaker rockers like Excadrill who ignore Espeon's Magic Bounce.

0 SpA Blastoise Ice Beam vs. 0 HP / 4 SpD Garchomp: 260-308 (72.8 - 86.2%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Blastoise Ice Beam vs. 252 HP / 0 SpD Landorus-Therian: 272-324 (71.2 - 84.8%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Blastoise Ice Beam vs. 0 HP / 0 SpD Landorus-Therian: 272-324 (85.2 - 101.5%) -- 12.5% chance to OHKO
0 SpA Blastoise Ice Beam vs. 0 HP / 132 SpD Hawlucha: 136-162 (45.7 - 54.5%) -- 52.3% chance to 2HKO

0 Atk Torrent Blastoise Flip Turn vs. 0 HP / 4 Def Medicham-Mega: 94-112 (36 - 42.9%) -- guaranteed 3HKO
0 Atk Torrent Blastoise Flip Turn vs. 0 HP / 0 Def Lopunny-Mega: 88-105 (32.4 - 38.7%) -- 98.7% chance to 3HKO

252 Atk Landorus-Therian Earthquake vs. 252 HP / 252+ Def Blastoise: 127-151 (35 - 41.7%) -- guaranteed 3HKO
252 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Blastoise: 118-139 (32.5 - 38.3%) -- 97.7% chance to 3HKO
+2 252 Atk Garchomp Continental Crush (180 BP) vs. 252 HP / 252+ Def Blastoise: 282-332 (77.9 - 91.7%) -- guaranteed 2HKO
252 Atk Pure Power Medicham-Mega High Jump Kick vs. 252 HP / 252+ Def Blastoise: 255-301 (70.4 - 83.1%) -- guaranteed 2HKO
252 Atk Lopunny-Mega High Jump Kick vs. 252 HP / 252+ Def Blastoise: 159-187 (43.9 - 51.6%) -- guaranteed 3HKO after Leftovers recovery
+2 252+ Atk Hawlucha Close Combat vs. 252 HP / 252+ Def Blastoise: 246-289 (67.9 - 79.8%) -- guaranteed 2HKO after Leftovers recovery

--->


Venusaur (M) @ Grassium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Sludge Bomb
- Weather Ball
- Growth

Venusaur is the team's late-game win condition. With a Timid nature and Sun up, Venusaur is able to outspeed every scarfer up to scarf greninja and revenge kill them while also being a potent sweeper capable of cleaning weakened teams after a Growth. Z Solar Beam provides max pressure against pokemon that try to haze or stall our Venusaur such as Toxapex and Chansey, Toxapex in particular is OHKO'd by +2 Bloom Doom. Sludge Bomb provides a reliable STAB and a way of breaking past unaware Clefable, and Weather Ball allows Venusaur to easily punch through the likes of Corviknight and Mega Scizor.

+2 252 SpA Venusaur Bloom Doom (190 BP) vs. 252 HP / 252+ SpD Toxapex: 289-342 (95 - 112.5%) -- 68.8% chance to OHKO
+4 252 SpA Venusaur Sludge Bomb vs. 248 HP / 8 SpD Eviolite Chansey: 234-276 (33.2 - 39.2%) -- 100% chance to 3HKO
+4 252 SpA Venusaur Bloom Doom (190 BP) vs. 248 HP / 8 SpD Eviolite Chansey: 492-579 (69.9 - 82.3%) -- guaranteed 2HKO
252 SpA Venusaur Bloom Doom (190 BP) vs. 0 HP / 0 SpD Medicham-Mega: 297-349 (113.7 - 133.7%) -- guaranteed OHKO
252 SpA Venusaur Bloom Doom (190 BP) vs. 0 HP / 4 SpD Lopunny-Mega: 267-315 (98.5 - 116.2%) -- 87.5% chance to OHKO
252 SpA Venusaur Bloom Doom (190 BP) vs. 248 HP / 8 SpD Pelipper: 343-405 (106.1 - 125.3%) -- guaranteed OHKO
252 SpA Venusaur Sludge Bomb vs. 252 HP / 56+ SpD Clefable: 230-272 (58.3 - 69%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Venusaur Weather Ball (100 BP Fire) vs. 248 HP / 92 SpD Corviknight in Sun: 282-332 (70.6 - 83.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Venusaur Weather Ball (100 BP Fire) vs. 252 HP / 0 SpD Mawile-Mega in Sun: 286-338 (94 - 111.1%) -- 68.8% chance to OHKO

--->


Espeon (F) @ Choice Scarf
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Weather Ball / Hidden Power Fire
- Dazzling Gleam
- Trick

Espeon is the team's best form of speed control outside of weather. He also provides hazard denial with his ability, Magic Bounce, although you'll find very few people actually click rocks when they see Espeon on the team. This is still accomplishing her job though, so we don't complain. Psychic is the main STAB move and is decently powerful, able to 2HKO important targets like Toxapex and Mega Medicham. The second move is your choice of Fire type coverage, with Weather ball being stronger but HP Fire being more consistent. Both are aimed at common Steel type switchins to Espeon. Finally Dazzling Gleam is required as it's the only way of putting Kommo-O into Pikachu range if it has already boosted to +1. Additionally it hits Dark type switchins to Espeon like Tyranitar, Weavile and even surprises Scarf Hydreigon. Finally, Trick is absolutely crucial in punishing Blissey and Chansey who stay in on Espeon to either Seismic Toss it and force it out or Teleport to bring in a teammate. Crippling Chansey or Blissey is essential for Charizard-Y to break through the teams that carry them.

252 SpA Espeon Psychic vs. 0 HP / 4 SpD Tapu Koko: 186-220 (66.1 - 78.2%) -- guaranteed 2HKO
252 SpA Espeon Psychic vs. 0 HP / 0 SpD Medicham-Mega: 169-199 (64.7 - 76.2%) -- guaranteed 2HKO
252 SpA Espeon Psychic vs. 0 HP / 0 SpD Landorus-Therian: 178-210 (55.7 - 65.8%) -- guaranteed 2HKO
252 SpA Espeon Psychic vs. 252 HP / 252+ SpD Toxapex: 168-198 (55.2 - 65.1%) -- guaranteed 2HKO

252 SpA Espeon Dazzling Gleam vs. +1 0 HP / 4 SpD Kommo-o: 224-268 (76.9 - 92%) -- guaranteed 2HKO
252 SpA Espeon Dazzling Gleam vs. 0 HP / 4 SpD Hydreigon: 384-452 (118.1 - 139%) -- guaranteed OHKO
252 SpA Espeon Dazzling Gleam vs. 0 HP / 4 SpD Weavile: 200-236 (71.1 - 83.9%) -- guaranteed 2HKO
252 SpA Espeon Dazzling Gleam vs. 0 HP / 4 SpD Tyranitar in Sand: 116-138 (34 - 40.4%) -- guaranteed 3HKO

252 SpA Espeon Weather Ball (100 BP Fire) vs. 248 HP / 92 SpD Corviknight in Sun: 338-398 (84.7 - 99.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Espeon Weather Ball (100 BP Fire) vs. 248 HP / 244 SpD Scizor-Mega in Sun: 520-616 (151.6 - 179.5%) -- guaranteed OHKO



--->


Snorlax (M) @ Choice Band
Ability: Thick Fat
EVs: 64 HP / 252 Atk / 144 SpD / 48 Spe
Adamant Nature
- Return
- Pursuit
- Heat Crash
- Superpower / Self-Destruct

Snorlax is the team's main physical attacker and Pursuit trapper. His job is getting rid of special walls that stop Charizard-Y and Venusaur from punching holes and sweeping. Such Pokemon include Chansey, Blissey, Mega Lati@s, Heatran, etc. His secondary roll is serving as the team's main Ash Gren switchin, as otherwise it would mindlessly click Dark Pulse and sweep through the team. The specific EV spread allows it to hit 108, which is faster than most Toxapex and Reuniclus, and allows Snorlax to 2HKO both of them with Return. Enough is invested into HP to survive never be 2HKO'd by banded Weavile's Triple Axel and the rest is put into Sp. Def to maximize Greninja switchins. Pursuit is necessary not only for the Lati twins, but also for Blacephelon and other ghost types who would attempt to block Blastoise's spin. Heat Crash smashes Ferrothorn, Corviknight and even Mawile as it switches in while also being boosted by the sunlight. Superpower allows Snorlax to hit Ferrothorn in rain while still OHKOing Greninja and Kartana and doing respectable damage to Melmetal. The alternative option, Self-Destruct, is the only move Snorlax can learn that can OHKO a Chansey from full which can come in handy in certain scenarios. It also provides a reset that can allow Charizard-Y in one more time to set the sun back up and change the flow of the match.

252+ Atk Choice Band Snorlax Return vs. 252 HP / 200 Def Clefable: 247-292 (62.6 - 74.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Snorlax Return vs. 252 HP / 212+ Def Reuniclus: 220-259 (51.8 - 61%) -- guaranteed 2HKO
-1 252+ Atk Choice Band Snorlax Return vs. 252 HP / 164+ Def Landorus-Therian: 136-162 (35.6 - 42.4%) -- 92.4% chance to 3HKO after Leftovers recovery
252+ Atk Choice Band Snorlax Return vs. 252 HP / 252+ Def Toxapex: 130-154 (42.7 - 50.6%) -- guaranteed 3HKO after Black Sludge recovery
252+ Atk Choice Band Snorlax Return vs. 252 HP / 252+ Def Slowbro: 165-195 (41.8 - 49.4%) -- guaranteed 3HKO

252+ Atk Choice Band Snorlax Return vs. 0 HP / 4 Def Greninja: 337-397 (118.2 - 139.2%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Return vs. 0 HP / 0 Def Tapu Lele: 309-364 (109.9 - 129.5%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Return vs. 0 HP / 4 Def Medicham-Mega: 279-328 (106.8 - 125.6%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Return vs. 0 HP / 0 Def Lopunny-Mega: 256-303 (94.4 - 111.8%) -- 68.8% chance to OHKO
252+ Atk Choice Band Snorlax Return vs. 0 HP / 0 Def Tapu Koko: 280-330 (99.6 - 117.4%) -- 93.8% chance to OHKO

252+ Atk Choice Band Snorlax switching boosted Pursuit (80 BP) vs. 0 HP / 0 Def Latios: 308-364 (102.3 - 120.9%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax switching boosted Pursuit (80 BP) vs. 0 HP / 0 Def Latios-Mega: 256-302 (85 - 100.3%) -- 6.3% chance to OHKO
252+ Atk Choice Band Snorlax switching boosted Pursuit (80 BP) vs. 252 HP / 4 Def Latias-Mega: 218-258 (59.8 - 70.8%) -- guaranteed 2HKO
252+ Atk Choice Band Snorlax switching boosted Pursuit (80 BP) vs. 0 HP / 0 Def Blacephalon: 424-500 (171.6 - 202.4%) -- guaranteed OHKO

252+ Atk Choice Band Snorlax Heat Crash (120 BP) vs. 248 HP / 168+ Def Corviknight in Sun: 430-506 (107.7 - 126.8%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Heat Crash (120 BP) vs. 252 HP / 0 Def Mawile-Mega: 316-374 (103.9 - 123%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Heat Crash (80 BP) vs. 248 HP / 16+ Def Scizor-Mega: 344-408 (100.2 - 118.9%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Heat Crash (100 BP) vs. 252 HP / 252+ Def Ferrothorn: 384-452 (109 - 128.4%) -- guaranteed OHKO

252+ Atk Choice Band Snorlax Superpower vs. 0 HP / 0 Def Kartana: 304-358 (117.3 - 138.2%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Superpower vs. 252 HP / 252+ Def Ferrothorn: 228-270 (64.7 - 76.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Snorlax Superpower vs. 252 HP / 0 Def Melmetal: 282-332 (59.4 - 70%) -- guaranteed 2HKO
252+ Atk Choice Band Snorlax Superpower vs. 248 HP / 252+ Def Eviolite Chansey: 508-598 (72.2 - 85%) -- guaranteed 2HKO

252+ Atk Choice Band Snorlax Self-Destruct vs. 248 HP / 252+ Def Eviolite Chansey: 633-745 (90 - 105.9%) -- 37.5% chance to OHKO

252 SpA Choice Specs Greninja Dark Pulse vs. 64 HP / 144 SpD Snorlax: 135-160 (28.3 - 33.5%) -- 0.1% chance to 3HKO
252 SpA Choice Specs Tapu Lele Psyshock vs. 64 HP / 0 Def Snorlax in Psychic Terrain: 363-427 (76.1 - 89.5%) -- 18.8% chance to OHKO after Stealth Rock
252 Atk Choice Band Weavile Triple Axel (40 BP) (3 hits) vs. 64 HP / 0 Def Thick Fat Snorlax: 201-237 (42.1 - 49.6%) -- approx. 3HKO
252 SpA Blacephalon Flamethrower vs. 64 HP / 144 SpD Thick Fat Snorlax: 67-79 (14 - 16.5%) -- possible 7HKO




These two simply click their STAB moves against the entire team and have the ability to stall out Sun turns with Fake out. They should be handled with extreme caution as their raw power cannot be easily switched into. The best way to handle teams that include them is to force them to trade with Charizard-Y and attempt to win with Venusaur late game.



As one would expect for a team with no Fairy types, the Dragons are an issue. Kommo-O in particular is able to unleash his boosting Z-move on anyone on the team and can potentially be Bulletproof to Venusaur's Sludge Bomb. The best way to handle it is to sack something to the Z-move and pray it doesn't read you and Clangorous Soul instead, go Charizard-Y to chip it with Air Slash, then revenge kill it with Venusaur or Espeon. As for Garchomp it is mostly handled by Blastoise but it can be extremely threatening with Scale Shot in the late game if Pikachu and Espeon are gone. Dragonium Z also claims a kill whenever it wants.



This team relies on special attackers to break through the opponent and sweep. Logically, Chansey and Toxapex would be a huge issues. The main way of handling both is to Trick it a scarf with Espeon or blow through it using Venusaur's +4 Bloom Doom (+2 for Pex). Snorlax can also be used to pressure both into staying at low HP and forcing the player using them to sack something to Charizard-Y in order to bring Chansey/Toxapex back in.



Red doesn't have a Dark resists and relies on Charizard-Y. Knock off spam and Pursuit were an issue since Day 1 and that has not changed. Handling Weavile can be very difficult if Venusaur gets chipped into Ice Shard range, so prevent that at all costs. You can also be forced into 50/50 mindgames against both Weavile and Tyranitar as they threaten to Pursuit. The only chance of winning is to be aggressive.



This Pokemon can force out Charizard-Y and cannot be forced out by anything but Venusaur in sun. Meanwhile it constantly threatens to OHKO or 2HKO the entire team or setup rocks to cripple the sun setter. Double switches to get Charizard-Y in as many times as possible are necessary in order to keep Sun up and force an endgame that Venusaur can win.



This Pokemon can claim a KO every single time it's in against a Pokemon that isn't Charizard or Venusaur in the sun. If you allow it to get to +2, the only way to win is to win Sucker Punch mindgames. (This includes options like surprise roaring it with Blastoise if it expects a faster Scald)


Honestly I have to admit, this is one of the funner teams I've ever used. The plan was never to get high up on the ladder, I just wanted to have some fun with memes, but for some strange reason my opponents seemed to get really nervous when it looked like they played some robot who only dropped in visible silence when a battle started. Do I recommend using this team? Only if you feel like having some harmless fun. It's a little clumsy in that it relies on weather but it's only setter doesn't have a Heat Rock and is 4x weak to rocks, and sometimes the lack of a proper electric immunity really screws you over. I'm sure other character-inspired teams would have similar issues...
On the other hand, well, as a certain rap cypher once put very eloquently...

"You wanna talk top champ? Meet me at the top, man."


"..."




Hello everyone, Bit here once again making a meme RMT for a metagame I've played no tournaments in. This time around I decided to take Red's team from Pokemon Crystal (because all the later versions have Lapras over Espeon, which I couldn't get to work despite repeated attempts) and see how far I could push it in Natdex, where every Pokemon has as many options as possible. As an additional thought experiment, I created a new alt called "Red vs Showdown" and only ever typed out "..." at the beginning of the battle, "..." at the end if I won, and "..!" if I was defeated. This would prove to be a more effective tactic than I could've ever predicted.

I won't speak much about the teambuilding process since I had decided I was going to use this exact 6 from the very beginning. The only real choice was deciding the items, movesets and EVs, which leads us to...

The Team:

--->


Pikachu (F) @ Light Ball
Ability: Lightning Rod
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Fake Out
- Volt Tackle
- Extreme Speed
- Hidden Power [Ice]

Red's signature Pokemon and mascot of the franchise, Pikachu. Everyone's favorite electric rodent has to leverage everything Game Freak has gifted it over the years in order to pull any sort of weight in the dangerous lands of Natdex OU. Fake Out + Extreme Speed is a powerful combo not shared by any other Pokemon and this alone grants Pikachu surprise kill potential while simultaneously letting it revenge kill dangerous threats like Weavile and Garchomp after it has used Scale Shot. Volt Tackle is our STAB move and Pikachu's hardest hitting attack, having a decent chance at OHKOing most Toxapex and Corviknight while 2HKOing max phys def Clefable and pressuring Heatran and Chansey into switching out or risk taking massive damage. Hidden Power Ice is the last move to punish the most common switchins into Pikachu, Landorus-t and Garchomp, easily 2HKOing speedy variants with an Extreme Speed afterwards. (Or a second HP Ice if the Lando-T is notably slower than Pikachu). Lonely Nature is ran because Pikachu already has paper-thin defense and its special defense is important in taking non-boosted Tapu Koko Dazzling Gleams for when you mispredict, as he is the only electric immunity.

252+ Atk Light Ball Pikachu Fake Out vs. 0 HP / 0 Def Weavile: 79-94 (28.1 - 33.4%) -- 0.1% chance to 3HKO
252+ Atk Light Ball Pikachu Extreme Speed vs. 0 HP / 0 Def Weavile: 158-187 (56.2 - 66.5%) -- guaranteed 2HKO
252+ Atk Light Ball Pikachu Fake Out vs. -1 0 HP / 0 Def Garchomp: 88-104 (24.6 - 29.1%) -- possible 5HKO after Leftovers recovery
252+ Atk Light Ball Pikachu Extreme Speed vs. -1 0 HP / 0 Def Garchomp: 175-207 (49 - 57.9%) -- 59% chance to 2HKO after Leftovers recovery

252+ Atk Light Ball Pikachu Volt Tackle vs. 252 HP / 0 Def Heatran: 238-282 (61.6 - 73%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Light Ball Pikachu Volt Tackle vs. 252 HP / 252+ Def Eviolite Chansey: 331-391 (47 - 55.5%) -- 74.2% chance to 2HKO
252+ Atk Light Ball Pikachu Volt Tackle vs. 252 HP / 252+ Def Toxapex: 270-318 (88.8 - 104.6%) -- 25% chance to OHKO

4 SpA Light Ball Pikachu Hidden Power Ice vs. 0 HP / 4 SpD Garchomp: 228-272 (63.8 - 76.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Light Ball Pikachu Extreme Speed vs. 0 HP / 0 Def Garchomp: 117-138 (32.7 - 38.6%) -- 4.5% chance to 3HKO after Leftovers recovery
4 SpA Light Ball Pikachu Hidden Power Ice vs. 0 HP / 0 SpD Landorus-Therian: 244-288 (76.4 - 90.2%) -- guaranteed 2HKO
-1 252+ Atk Light Ball Pikachu Extreme Speed vs. 0 HP / 4 Def Landorus-Therian: 81-96 (25.3 - 30%) -- guaranteed 4HKO

--->


Charizard-Mega-Y (M) @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Air Slash
- Focus Blast
- Roost

Mega Charizard-Y is our mega of choice. He serves as the main wallbreaker for the team with his extremely powerful STAB Sun-Boosted Fire Blast, which we run over safer options like Weather Ball because of favorable calcs on defensive Landorus-T, Bulky Zapdos and a 2HKO on most Garchomps which because of this team's lower power level are desperately needed. Air Slash is important to dissuade Kommo-O and Pelipper from switching into Charizard-Y and it's also a more reliable move than Fire Blast for situations were hitting is necessary. Focus Blast is needed because the team is terribly weak to Tyranitar and it's important to be able to force it out without getting Pursuit trapped. It also hits one of the most common answers to Venusaur, Heatran. Roost is necessary in order to keep Zard healthy from dangerous sweepers like Mega Scizor and Mega Mawile who he needs to be at 100% to check.

252 SpA Charizard-Mega-Y Fire Blast vs. 252 HP / 0 SpD Landorus-Therian in Sun: 378-445 (98.9 - 116.4%) -- 93.8% chance to OHKO
252 SpA Charizard-Mega-Y Fire Blast vs. 248 HP / 0 SpD Zapdos in Sun: 343-405 (89.5 - 105.7%) -- 37.5% chance to OHKO
252 SpA Charizard-Mega-Y Fire Blast vs. 0 HP / 4 SpD Garchomp in Sun: 179-211 (50.1 - 59.1%) -- 78.1% chance to 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Fire Blast vs. 252 HP / 4 SpD Toxapex in Sun: 116-137 (38.1 - 45%) -- guaranteed 3HKO

252 SpA Charizard-Mega-Y Air Slash vs. 0 HP / 4 SpD Kommo-o: 272-324 (93.4 - 111.3%) -- 62.5% chance to OHKO
252 SpA Charizard-Mega-Y Air Slash vs. +1 0 HP / 4 SpD Kommo-o: 186-218 (63.9 - 74.9%) -- guaranteed 2HKO
252 SpA Charizard-Mega-Y Air Slash vs. 252 HP / 40 SpD Kommo-o: 264-312 (74.5 - 88.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Air Slash vs. 248 HP / 8 SpD Pelipper: 189-223 (58.5 - 69%) -- guaranteed 2HKO

252 SpA Charizard-Mega-Y Focus Blast vs. 252 HP / 252+ SpD Tyranitar in Sand: 292-348 (72.2 - 86.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Focus Blast vs. 252 HP / 136+ SpD Heatran: 232-274 (60.1 - 70.9%) -- guaranteed 2HKO after Leftovers recovery
--->


Blastoise (M) @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
- Flip Turn
- Ice Beam
- Roar
- Rapid Spin


Blastoise is the team's physically defensive pivot and spinner. His main job is switching into dangerous physical threats such as Loppuny, Garchomp and Landorus-T and Flip Turning out into a breaker, usually Charizard-Y or Snorlax. Ice Beam is important in threatening Garchomp, Gliscor and other rockers into switching out so Blastoise can spin. Roar is necessary in order to not lose to sub Hawlucha, who otherwise sets up with ease on most of the team and sweeps. After Hawlucha has been roared, Espeon or Charizard-Y can revenge it as it rarely runs more than 328 Speed. Rapid spin is necessary in order to keep rocks away, specially when dealing with Mold Breaker rockers like Excadrill who ignore Espeon's Magic Bounce.

0 SpA Blastoise Ice Beam vs. 0 HP / 4 SpD Garchomp: 260-308 (72.8 - 86.2%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Blastoise Ice Beam vs. 252 HP / 0 SpD Landorus-Therian: 272-324 (71.2 - 84.8%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Blastoise Ice Beam vs. 0 HP / 0 SpD Landorus-Therian: 272-324 (85.2 - 101.5%) -- 12.5% chance to OHKO
0 SpA Blastoise Ice Beam vs. 0 HP / 132 SpD Hawlucha: 136-162 (45.7 - 54.5%) -- 52.3% chance to 2HKO

0 Atk Torrent Blastoise Flip Turn vs. 0 HP / 4 Def Medicham-Mega: 94-112 (36 - 42.9%) -- guaranteed 3HKO
0 Atk Torrent Blastoise Flip Turn vs. 0 HP / 0 Def Lopunny-Mega: 88-105 (32.4 - 38.7%) -- 98.7% chance to 3HKO

252 Atk Landorus-Therian Earthquake vs. 252 HP / 252+ Def Blastoise: 127-151 (35 - 41.7%) -- guaranteed 3HKO
252 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Blastoise: 118-139 (32.5 - 38.3%) -- 97.7% chance to 3HKO
+2 252 Atk Garchomp Continental Crush (180 BP) vs. 252 HP / 252+ Def Blastoise: 282-332 (77.9 - 91.7%) -- guaranteed 2HKO
252 Atk Pure Power Medicham-Mega High Jump Kick vs. 252 HP / 252+ Def Blastoise: 255-301 (70.4 - 83.1%) -- guaranteed 2HKO
252 Atk Lopunny-Mega High Jump Kick vs. 252 HP / 252+ Def Blastoise: 159-187 (43.9 - 51.6%) -- guaranteed 3HKO after Leftovers recovery
+2 252+ Atk Hawlucha Close Combat vs. 252 HP / 252+ Def Blastoise: 246-289 (67.9 - 79.8%) -- guaranteed 2HKO after Leftovers recovery

--->


Venusaur (M) @ Grassium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Sludge Bomb
- Weather Ball
- Growth

Venusaur is the team's late-game win condition. With a Timid nature and Sun up, Venusaur is able to outspeed every scarfer up to scarf greninja and revenge kill them while also being a potent sweeper capable of cleaning weakened teams after a Growth. Z Solar Beam provides max pressure against pokemon that try to haze or stall our Venusaur such as Toxapex and Chansey, Toxapex in particular is OHKO'd by +2 Bloom Doom. Sludge Bomb provides a reliable STAB and a way of breaking past unaware Clefable, and Weather Ball allows Venusaur to easily punch through the likes of Corviknight and Mega Scizor.

+2 252 SpA Venusaur Bloom Doom (190 BP) vs. 252 HP / 252+ SpD Toxapex: 289-342 (95 - 112.5%) -- 68.8% chance to OHKO
+4 252 SpA Venusaur Sludge Bomb vs. 248 HP / 8 SpD Eviolite Chansey: 234-276 (33.2 - 39.2%) -- 100% chance to 3HKO
+4 252 SpA Venusaur Bloom Doom (190 BP) vs. 248 HP / 8 SpD Eviolite Chansey: 492-579 (69.9 - 82.3%) -- guaranteed 2HKO
252 SpA Venusaur Bloom Doom (190 BP) vs. 0 HP / 0 SpD Medicham-Mega: 297-349 (113.7 - 133.7%) -- guaranteed OHKO
252 SpA Venusaur Bloom Doom (190 BP) vs. 0 HP / 4 SpD Lopunny-Mega: 267-315 (98.5 - 116.2%) -- 87.5% chance to OHKO
252 SpA Venusaur Bloom Doom (190 BP) vs. 248 HP / 8 SpD Pelipper: 343-405 (106.1 - 125.3%) -- guaranteed OHKO
252 SpA Venusaur Sludge Bomb vs. 252 HP / 56+ SpD Clefable: 230-272 (58.3 - 69%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Venusaur Weather Ball (100 BP Fire) vs. 248 HP / 92 SpD Corviknight in Sun: 282-332 (70.6 - 83.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Venusaur Weather Ball (100 BP Fire) vs. 252 HP / 0 SpD Mawile-Mega in Sun: 286-338 (94 - 111.1%) -- 68.8% chance to OHKO

--->


Espeon (F) @ Choice Scarf
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Weather Ball / Hidden Power Fire
- Dazzling Gleam
- Trick

Espeon is the team's best form of speed control outside of weather. He also provides hazard denial with his ability, Magic Bounce, although you'll find very few people actually click rocks when they see Espeon on the team. This is still accomplishing her job though, so we don't complain. Psychic is the main STAB move and is decently powerful, able to 2HKO important targets like Toxapex and Mega Medicham. The second move is your choice of Fire type coverage, with Weather ball being stronger but HP Fire being more consistent. Both are aimed at common Steel type switchins to Espeon. Finally Dazzling Gleam is required as it's the only way of putting Kommo-O into Pikachu range if it has already boosted to +1. Additionally it hits Dark type switchins to Espeon like Tyranitar, Weavile and even surprises Scarf Hydreigon. Finally, Trick is absolutely crucial in punishing Blissey and Chansey who stay in on Espeon to either Seismic Toss it and force it out or Teleport to bring in a teammate. Crippling Chansey or Blissey is essential for Charizard-Y to break through the teams that carry them.

252 SpA Espeon Psychic vs. 0 HP / 4 SpD Tapu Koko: 186-220 (66.1 - 78.2%) -- guaranteed 2HKO
252 SpA Espeon Psychic vs. 0 HP / 0 SpD Medicham-Mega: 169-199 (64.7 - 76.2%) -- guaranteed 2HKO
252 SpA Espeon Psychic vs. 0 HP / 0 SpD Landorus-Therian: 178-210 (55.7 - 65.8%) -- guaranteed 2HKO
252 SpA Espeon Psychic vs. 252 HP / 252+ SpD Toxapex: 168-198 (55.2 - 65.1%) -- guaranteed 2HKO

252 SpA Espeon Dazzling Gleam vs. +1 0 HP / 4 SpD Kommo-o: 224-268 (76.9 - 92%) -- guaranteed 2HKO
252 SpA Espeon Dazzling Gleam vs. 0 HP / 4 SpD Hydreigon: 384-452 (118.1 - 139%) -- guaranteed OHKO
252 SpA Espeon Dazzling Gleam vs. 0 HP / 4 SpD Weavile: 200-236 (71.1 - 83.9%) -- guaranteed 2HKO
252 SpA Espeon Dazzling Gleam vs. 0 HP / 4 SpD Tyranitar in Sand: 116-138 (34 - 40.4%) -- guaranteed 3HKO

252 SpA Espeon Weather Ball (100 BP Fire) vs. 248 HP / 92 SpD Corviknight in Sun: 338-398 (84.7 - 99.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Espeon Weather Ball (100 BP Fire) vs. 248 HP / 244 SpD Scizor-Mega in Sun: 520-616 (151.6 - 179.5%) -- guaranteed OHKO



--->


Snorlax (M) @ Choice Band
Ability: Thick Fat
EVs: 64 HP / 252 Atk / 144 SpD / 48 Spe
Adamant Nature
- Return
- Pursuit
- Heat Crash
- Superpower / Self-Destruct

Snorlax is the team's main physical attacker and Pursuit trapper. His job is getting rid of special walls that stop Charizard-Y and Venusaur from punching holes and sweeping. Such Pokemon include Chansey, Blissey, Mega Lati@s, Heatran, etc. His secondary roll is serving as the team's main Ash Gren switchin, as otherwise it would mindlessly click Dark Pulse and sweep through the team. The specific EV spread allows it to hit 108, which is faster than most Toxapex and Reuniclus, and allows Snorlax to 2HKO both of them with Return. Enough is invested into HP to survive never be 2HKO'd by banded Weavile's Triple Axel and the rest is put into Sp. Def to maximize Greninja switchins. Pursuit is necessary not only for the Lati twins, but also for Blacephelon and other ghost types who would attempt to block Blastoise's spin. Heat Crash smashes Ferrothorn, Corviknight and even Mawile as it switches in while also being boosted by the sunlight. Superpower allows Snorlax to hit Ferrothorn in rain while still OHKOing Greninja and Kartana and doing respectable damage to Melmetal. The alternative option, Self-Destruct, is the only move Snorlax can learn that can OHKO a Chansey from full which can come in handy in certain scenarios. It also provides a reset that can allow Charizard-Y in one more time to set the sun back up and change the flow of the match.

252+ Atk Choice Band Snorlax Return vs. 252 HP / 200 Def Clefable: 247-292 (62.6 - 74.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Snorlax Return vs. 252 HP / 212+ Def Reuniclus: 220-259 (51.8 - 61%) -- guaranteed 2HKO
-1 252+ Atk Choice Band Snorlax Return vs. 252 HP / 164+ Def Landorus-Therian: 136-162 (35.6 - 42.4%) -- 92.4% chance to 3HKO after Leftovers recovery
252+ Atk Choice Band Snorlax Return vs. 252 HP / 252+ Def Toxapex: 130-154 (42.7 - 50.6%) -- guaranteed 3HKO after Black Sludge recovery
252+ Atk Choice Band Snorlax Return vs. 252 HP / 252+ Def Slowbro: 165-195 (41.8 - 49.4%) -- guaranteed 3HKO

252+ Atk Choice Band Snorlax Return vs. 0 HP / 4 Def Greninja: 337-397 (118.2 - 139.2%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Return vs. 0 HP / 0 Def Tapu Lele: 309-364 (109.9 - 129.5%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Return vs. 0 HP / 4 Def Medicham-Mega: 279-328 (106.8 - 125.6%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Return vs. 0 HP / 0 Def Lopunny-Mega: 256-303 (94.4 - 111.8%) -- 68.8% chance to OHKO
252+ Atk Choice Band Snorlax Return vs. 0 HP / 0 Def Tapu Koko: 280-330 (99.6 - 117.4%) -- 93.8% chance to OHKO

252+ Atk Choice Band Snorlax switching boosted Pursuit (80 BP) vs. 0 HP / 0 Def Latios: 308-364 (102.3 - 120.9%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax switching boosted Pursuit (80 BP) vs. 0 HP / 0 Def Latios-Mega: 256-302 (85 - 100.3%) -- 6.3% chance to OHKO
252+ Atk Choice Band Snorlax switching boosted Pursuit (80 BP) vs. 252 HP / 4 Def Latias-Mega: 218-258 (59.8 - 70.8%) -- guaranteed 2HKO
252+ Atk Choice Band Snorlax switching boosted Pursuit (80 BP) vs. 0 HP / 0 Def Blacephalon: 424-500 (171.6 - 202.4%) -- guaranteed OHKO

252+ Atk Choice Band Snorlax Heat Crash (120 BP) vs. 248 HP / 168+ Def Corviknight in Sun: 430-506 (107.7 - 126.8%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Heat Crash (120 BP) vs. 252 HP / 0 Def Mawile-Mega: 316-374 (103.9 - 123%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Heat Crash (80 BP) vs. 248 HP / 16+ Def Scizor-Mega: 344-408 (100.2 - 118.9%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Heat Crash (100 BP) vs. 252 HP / 252+ Def Ferrothorn: 384-452 (109 - 128.4%) -- guaranteed OHKO

252+ Atk Choice Band Snorlax Superpower vs. 0 HP / 0 Def Kartana: 304-358 (117.3 - 138.2%) -- guaranteed OHKO
252+ Atk Choice Band Snorlax Superpower vs. 252 HP / 252+ Def Ferrothorn: 228-270 (64.7 - 76.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Snorlax Superpower vs. 252 HP / 0 Def Melmetal: 282-332 (59.4 - 70%) -- guaranteed 2HKO
252+ Atk Choice Band Snorlax Superpower vs. 248 HP / 252+ Def Eviolite Chansey: 508-598 (72.2 - 85%) -- guaranteed 2HKO

252+ Atk Choice Band Snorlax Self-Destruct vs. 248 HP / 252+ Def Eviolite Chansey: 633-745 (90 - 105.9%) -- 37.5% chance to OHKO

252 SpA Choice Specs Greninja Dark Pulse vs. 64 HP / 144 SpD Snorlax: 135-160 (28.3 - 33.5%) -- 0.1% chance to 3HKO
252 SpA Choice Specs Tapu Lele Psyshock vs. 64 HP / 0 Def Snorlax in Psychic Terrain: 363-427 (76.1 - 89.5%) -- 18.8% chance to OHKO after Stealth Rock
252 Atk Choice Band Weavile Triple Axel (40 BP) (3 hits) vs. 64 HP / 0 Def Thick Fat Snorlax: 201-237 (42.1 - 49.6%) -- approx. 3HKO
252 SpA Blacephalon Flamethrower vs. 64 HP / 144 SpD Thick Fat Snorlax: 67-79 (14 - 16.5%) -- possible 7HKO




These two simply click their STAB moves against the entire team and have the ability to stall out Sun turns with Fake out. They should be handled with extreme caution as their raw power cannot be easily switched into. The best way to handle teams that include them is to force them to trade with Charizard-Y and attempt to win with Venusaur late game.



As one would expect for a team with no Fairy types, the Dragons are an issue. Kommo-O in particular is able to unleash his boosting Z-move on anyone on the team and can potentially be Bulletproof to Venusaur's Sludge Bomb. The best way to handle it is to sack something to the Z-move and pray it doesn't read you and Clangorous Soul instead, go Charizard-Y to chip it with Air Slash, then revenge kill it with Venusaur or Espeon. As for Garchomp it is mostly handled by Blastoise but it can be extremely threatening with Scale Shot in the late game if Pikachu and Espeon are gone. Dragonium Z also claims a kill whenever it wants.



This team relies on special attackers to break through the opponent and sweep. Logically, Chansey and Toxapex would be a huge issues. The main way of handling both is to Trick it a scarf with Espeon or blow through it using Venusaur's +4 Bloom Doom (+2 for Pex). Snorlax can also be used to pressure both into staying at low HP and forcing the player using them to sack something to Charizard-Y in order to bring Chansey/Toxapex back in.



Red doesn't have a Dark resists and relies on Charizard-Y. Knock off spam and Pursuit were an issue since Day 1 and that has not changed. Handling Weavile can be very difficult if Venusaur gets chipped into Ice Shard range, so prevent that at all costs. You can also be forced into 50/50 mindgames against both Weavile and Tyranitar as they threaten to Pursuit. The only chance of winning is to be aggressive.



This Pokemon can force out Charizard-Y and cannot be forced out by anything but Venusaur in sun. Meanwhile it constantly threatens to OHKO or 2HKO the entire team or setup rocks to cripple the sun setter. Double switches to get Charizard-Y in as many times as possible are necessary in order to keep Sun up and force an endgame that Venusaur can win.



This Pokemon can claim a KO every single time it's in against a Pokemon that isn't Charizard or Venusaur in the sun. If you allow it to get to +2, the only way to win is to win Sucker Punch mindgames. (This includes options like surprise roaring it with Blastoise if it expects a faster Scald)


Honestly I have to admit, this is one of the funner teams I've ever used. The plan was never to get high up on the ladder, I just wanted to have some fun with memes, but for some strange reason my opponents seemed to get really nervous when it looked like they played some robot who only dropped in visible silence when a battle started. Do I recommend using this team? Only if you feel like having some harmless fun. It's a little clumsy in that it relies on weather but it's only setter doesn't have a Heat Rock and is 4x weak to rocks, and sometimes the lack of a proper electric immunity really screws you over. I'm sure other character-inspired teams would have similar issues...
On the other hand, well, as a certain rap cypher once put very eloquently...

"You wanna talk top champ? Meet me at the top, man."
:swole:
 

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