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FETCH Quest

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Showsni

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Now, first things first: this is a gimmick team, mostly meant for having a bit of fun with, though it can be surprisingly effective if people aren't prepared for it.

FETCH is an acronym, standing for Focus Sash Endeavour Trick Room Clefairy Hail, so you can pretty much work out my team! Here it is:

I've made some changes to make a little more competitive.

437Bronzong.png


Bronzong @ Lum Berry
Brave
Heatproof
0 Speed IV
252 HP/152 Attack/8 Defence/ 98 Special Defence

Explosion
Gyro Ball
Trick Room
Earthquake

Bronzong can get in and reliably set up Trick Room. It can then either Explode to get to something else, or stay in and hit with Gyro Ball and Earthquake. It faces some problems when the opponent Taunts or Tricks; Tricking a Choice Item mean I have to switch out, though I get Trick Room set up. Taunting means I have to either try for the kill, or switch to Abomasnow to get the Hail going or Dusknoir.

477Dusknoir.png


Dusknoir @ Life Orb
Brave
252 HP/ 252 Atatck/ 6 Defence

Fire Punch
Shadow Sneak
Shadow Punch
Trick Room

Dusknoir is a secondary Trick Roomer. Shadow Sneak is a useful priority move for finishing off anything that's been Endeavoured nearly to death, whilst Shadow Punch hits opposing ghosts harder, and under Trick Room, first anyway.


460Abomasnow.png


Abomasnow @ Life Orb
Brave
IVs: 0 Speed
62 HP/252 Attack/196 Special Attack


Blizzard
Earthquake
Ice Shard
Wood Hammer

Abomasnow's main use is its Snow Warning ability. I need reliable hail, and he fits the bill. A priority attack is also very useful for the rest of the team. And he can just kill a number of things. I haven't really put much consideration into the EVs and ability, so there might be better options. I've changed the nature and abilites to work better with Trick Room up.

173Cleffa.png


Cleffa (Level 1) @ Focus Sash
Magic Guard
Relaxed
IVs: 0 HP/0 Speed

Endeavour
Protect
Safeguard
Toxic

035Clefairy.png


Clefairy (Level 2) @ Focus Sash
Magic Guard
Relaxed
IVs: 0 HP/0 Speed

Endeavour
Protect
Encore
Flamethrower

036Clefable.png


Clefable (Level 2) @ Focus Sash
Magic Guard
Relaxed
IVs: 0 HP/0 Speed

Endeavour
Protect
Aromatherapy
Toxic

You see how it works? If you've never seen this before, the idea is simple. First, set up a damaging weather, like hail. Now, send in Clefairy! Clefairy uses Endeavour. If the opponent attacks, Clefairy is saved by its Focus Sash; your Endeavour then knocks it down to 1 HP, and the hail finishes it off. Clefairy's own Magic Guard protects it from Hail, as well as Stealth Rock, Spikes, Toxic, and so on. Under Trick Room, the fairy trio outspeed nearly everything, since they're so low level; this allows them to kill two things each. And if your opponent ever switches or uses a non damaging move against a fairy, you've basically been given a free kill.

Obvious problems are Pokémon immune to Endeavour or Hail. If immune to Endeavour, Abomasnow or Ditto have to kill it off; if immune to Hail, that's where Smeargle and Abomasnow's priority moves come into play. It really is great gun to use this, though. Expect opponents to either laugh along with you or get really angry!

With the changes, it's easier to get Trick Room set up and easier to kill the opponent's ghosts. Dedicated Sandstorm teams are a problem; you have to make sure Abomasnow survives. He can kill Hippowdon and Tyrannitar, which is good.

132Ditto.png


Ditto @ Quick Powder
Jolly
252 HP/6 Defence/252 Speed

Transform

Not much to say about Ditto! I wanted to use Ditto because, well, he's really fun; plus I like seeing what my opponent has. HP EVs because they carry over when he transforms, and Speed to get a Transform in before they attack. Testing on Shoddy, you'd be surprised how many people don't know how to deal with Ditto. Sometimes, he'll come in against a Pokémon that can't kill itself; for example, a Forretress with Stealth Rock, Spikes, Toxic Spikes and Rapid Spin. Pretty much a stalemate. A wise opponent would PP stall Ditto but sometimes people don't realise and switch. Sometimes they spend a turn Stealth Rocking or whatever, and Ditto can win the speed tie next turn and OHKO; I've had a Ditto kill three Pokémon before. But, yeah, he's more for fun than anything else.


235Smeargle.png


Smeargle @ Focus Sash
Jolly
Own Tempo
252 HP/6 Defence/252 Speed

Spore
Metronome
Extremespeed
Trick Room

Spore and Trick Room are the main things Smeargle is here for, with another priority attack to be useful. And Metronome just for fun. If he can sleep a Pokémon, great! But hopefully he can set up Trick Room, with a Sash to help. Once he's done so he can make way for the real killers!
 
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First off, for this team to work correctly, Smeargle MUST come in after a Pokemon is killed. Otherwise, it will be destroyed before it can set up Trick Room. (Damage on the switch nullifies Focus Sash, damage next turn kills) Also, no rocks can be on the field or Smeargle's Focus Sash breaks. Also, Smeargle needs to die the turn it uses Trick Room or it will only give you three turns of Trick Room instead of four. That means Hail must be set up, which means something like this:

Lead comes out, Abomasnow comes out, one of them is lost, Smeargle comes out.

This means that one of your remaining Pokemon has to deal with all potential counters to this strategy. In OU, these are: Mamoswine, Rotom, Gengar, Dusknoir. And that Pokemon will already have been used. Ditto won't cut it, and neither will Abomasnow. You can't replace Abomasnow, since sand will be much worse for this team than Hail. Ditto should be removed and brought in for something else. Preferably something that can deal with these threats and also Taunt spikes off the field. I don't think something like that exists, but you really need to do better.

On the Clef sets, Aromatherapy, Safeguard, and Magical Leaf are all useless. Status doesn't really bother you much, and Magical Leaf will do shit damage. The usable moves for these sets are:

Endeavor
Protect (stall out remaining HP after Endeavor not backed by Sash)
Encore (stall non-attacking moves in Hail)
Toxic (hit Pokemon immune to Hail)
Healing Wish (may let you revive your Trick Roomer if there are more than four Pokemon to take out or you stall too long)
Light Screen and Reflect (to buff your remaining Pokemon against things you can't deal with)

If it's not on that list, it shouldn't be on one of the Clef's sets.

Also, replace Metronome on Smeargle with Explosion. That way, if it doesn't die the first turn, it will die the second. And you might consider minimizing its speed too, as Spore will do nothing for you before Trick Room except make your opponent switch, which will waste turns of Trick Room. You NEED to die the turn you use it in order to maximize your sweeping time.

You may want to replace Ditto with some kind of Taunter or spinner or else Spikes will ruin Smeargle's ability to set up. And just hope you can take out threats with it?

This team is also completely destroyed by Sandstorm teams, who remove your Hail and for the most part are immune to their own weather, but I don't know what to tell you about that. This is just inevitable.

Also, if you really want a Transformer and are willing to switch your Trick Room user, Smeargle completely outclasses Ditto at it. It has an actual movepool, more speed, and more HP. Also, Quick Powder is maybe not the best, because Ditto will lose the speed boost after Transforming. That leaves you as a copy of your opponent with less total HP and itemless. However, I guess if it lets you outspeed something and avoid immediately dying, its worth it?




Anyway, this is a fun idea for a team, and it will definitely work sometimes. With a few changes, you could make it work even better. However, there are just too many things you have to do exactly right to get it to work, and too few team slots for removing problems for it to work at all consistently. The one thing you really have going for you is shock value, as no one will expect to see a second Endeavor user. They may waste their counters trying to take out your first one.

Sorry this post is not well-organized, ideas-wise. I just sort of wrote down thoughts as they came to me.

Edit: Crap, I forgot Cleffa has a smaller moveset than Clefairy. Stupid babies. That means Healing Wish isn't an option at that level. Also, I think you mean for Clefairy to be at level 2.
 
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Hm, to make it actually a little competitive I should probably replace Ditto or Smeargle with something like Bronzong that can reliably set up Trick Room and then Explode out of there.

As you said, those moves on the fairies are pretty useless; and to be honest, they never use them. Endeavour and Protect are about it. Locking them into Encore doesn't really do much except maybe give a chance to switch back to a Trick Roomer and set it up again. It doesn't matter that Magical Leaf does next to no damage, as it's only going to be used on a hail resistant foe that's already been Endeavoured down to 1 HP; but it does matter that Cleffa doesn't learn Magical Leaf until level 16. Oops. Replace with Flamethrower...

Yeah, Clefairy is meant to be level 2 like Clefable.

So, to be more competitive we need a good trick roomer, and something to take out ghosts and ice types. Maybe Bronzong and Dusknoir?
 
Very clever, an improvement on FEAR is all I'm gonna say. Did you make this idea up yourself?
 
Ha, no. I think it's been around for a while.
 
lol 3 F.E.A.R

and 2 trick room support.

not gonna work buddy

Edit: Wiil you can always do free battle instead of lvl 100 all
 
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Clefable's not really a good user of Endeavor on account of the fact that it's pretty bulky. Even Clefairy might be a bit risky. You might try some other uncommon users of Endeavor, like Mudkip(z), Treecko, or Buneary.

I say uncommon because the FEAR strategy is often used with Starly or Ratatta.
 
How does the bulk matter when it's level 2?
 
I was thinking for Wi-Fi purposes. Wi-Fi is auto-level, so whether it's 1 or 2, it's going to be 50 or 100 on Wi-Fi, unless you do open-level, which not many people do because their team members are all different levels. But if this is a shoddy team, then you wouldn't have to change anything.

Swinub would be good; not only is it immune to hail, but it's also immune to sandstorm, so that doesn't ruin the plan.
 
The problem with Swinub is Stealth Rock ruining your day. Yeah, Clefable's bulkiness isn't a problem since it's level 2; this team only works under free battle rules.

Againt anyone who knows what they're doing you probably should lose; but the surprise factor catches a surprisingly large number of people off guard. Anyone who Dragon Dances with Gyarados after Clefable switches in has just lost a Pokémon, and most people don't bother to check and see that Clefable is only level 2.

The biggest problem remains ghost types; a dedcicated Rotom counter might be a good idea...

It's absoultely great against people who rely on entry hazards, though. Whilst their Skarmory or whatever is setting up Spikes you're free to get the Hail and Trick Room going; and when they try to Whirlwinf/Roar you around, Cleffa comes out, takes no damage, and kills off two of their Pokémon.
 
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