This set is kinda silly, but I think it can put in work. It actually came out of my attempt to somehow make Psyduck work for the Kektus challenge, and even Psyduck manages to put in work with it. I've also seen it mentioned in the 1v1 thread, but I now know that it can be used in AAA.
Gallade OR Golduck OR Gardevoir @ Leftovers / Rocky Helmet / Leppa Berry / Focus Sash
Ability: Prankster
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Protect
- Disable
- Encore
- Taunt/Toxic
Protect lets you scout and lets the opponent pick a move. Depending on the move, you either Disable it and then Encore it, or just use Encore. Taunt is to stop utility moves like Stealth Rock, Heal Bell, phazing, etc. and patches up holes in the set's checking capabilities, while Toxic lets it not die to Struggle from attack-boosted opponents, should it choose to stay in on them, as with Taunt your only way to get damage in is to force Struggle.
This set reliably checks:
I don't know what the best item for the set is. Leftovers for passive recovery against scratch damage? Rocky Helmet to deal more passive damage and kill quicker with Struggle? Leppa Berry because Encore only has 8 PP (yes, this has been a problem)? Focus Sash to give it one guaranteed-switch in before hazards? I'm just not sure, and I think it depends on what exactly you expect it to do for your team.
EDIT: Gallade takes less damage from Stealth Rock and learns Taunt, while Golduck is slightly faster and has more physical bulk to take Struggles, while Gardevoir learns Taunt and can switch in on its Dragon immunity sometimes. It's up to you. The only reason to run Alakazam -- its higher Speed -- is overridden by its pitiful Physical bulk, which means it can't take Struggle from the things it's supposed to check anyways.
Gallade OR Golduck OR Gardevoir @ Leftovers / Rocky Helmet / Leppa Berry / Focus Sash
Ability: Prankster
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Protect
- Disable
- Encore
- Taunt/Toxic
Protect lets you scout and lets the opponent pick a move. Depending on the move, you either Disable it and then Encore it, or just use Encore. Taunt is to stop utility moves like Stealth Rock, Heal Bell, phazing, etc. and patches up holes in the set's checking capabilities, while Toxic lets it not die to Struggle from attack-boosted opponents, should it choose to stay in on them, as with Taunt your only way to get damage in is to force Struggle.
This set reliably checks:
- Non-priority setup -- either encore the setup move directly, or Disable their attack and then Encore that.
- Choiced Pokemon -- Disable, Toxic the switch-in.
- Some walls, depending on whether they have more than one way to fuck with the set and whether you have Taunt or Toxic.
Anything until you reveal its set
- Magic Bounce, which renders it basically useless.
- Anything that deals too much damage with Struggle if you're running Taunt.
- Things it can't damage with Toxic if you're running Toxic.
- Faster priority, which gets a hit in on it before it can move. Note that it is faster than most birds, with the exception of invested Staraptor.
- Mons that can hit it for solid damage with more than one move, which can use one move against your Protect, then another predicting your Disable.
- Utility 'mons, which can do what they need to do and get the hell out if you're not running Taunt, or which have multiple options for dealing with you.
- Taunt, if they somehow manage to get one off on you.
- Hazards. It causes so many switches that it's basically mandatory to capitalize on them to make this set worth using.
- Hazard removal, if you want this to have the longevity it needs to check things at any stage of the game.
I don't know what the best item for the set is. Leftovers for passive recovery against scratch damage? Rocky Helmet to deal more passive damage and kill quicker with Struggle? Leppa Berry because Encore only has 8 PP (yes, this has been a problem)? Focus Sash to give it one guaranteed-switch in before hazards? I'm just not sure, and I think it depends on what exactly you expect it to do for your team.
EDIT: Gallade takes less damage from Stealth Rock and learns Taunt, while Golduck is slightly faster and has more physical bulk to take Struggles, while Gardevoir learns Taunt and can switch in on its Dragon immunity sometimes. It's up to you. The only reason to run Alakazam -- its higher Speed -- is overridden by its pitiful Physical bulk, which means it can't take Struggle from the things it's supposed to check anyways.
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