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Five Finger Discount: A Guide to Snatch

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blog-sableye_snatch.jpgSnatch. Perhaps the most underused move in doubles. Most experienced players don't even fully understand how Snatch works. Normally, when players think of Snatch, they only think about stealing moves such as Tailwind and Safeguard from the opponent. However, Snatch can steal moves from your ally Pokémon too. Stealing moves from your ally is far more easily controlled than stealing from an enemy Pokémon. But that sounds strange, doesn't it? Why would you ever want to steal moves from your own ally?

Here's why: applying Snatch in this way allows for a whole host of interesting strategies in doubles, allowing certain Pokémon to use moves they ordinarily wouldn't dream of. For example, the standard Rindo Berry Rotom-W can Snatch Tail Glow from Volbeat to gain so much power in a single turn turn that even the standard Ferrothorn, one of Rotom-W's premier counters, is easily OHKO'd by Hidden Power Fire 6.25% of the time in the Rain (100% when not raining). This same Rotom-W becomes twice as powerful as max Sp. Attack Chandelure! This is just one of the many interesting applications of Snatch in Doubles. It is somewhat difficult to use, but in the hands of a skilled player Snatch can be a powerful asset.

How it works

  • Snatch has an increased priority of +4. This means if the user is hit by Fake Out (+3 priority), Snatch still works!
  • When another Pokémon (ally or not) on the field uses a stat-boosting or healing move (i.e. Tailwind, Quiver Dance, Recover), the Snatch user uses the move instead. This means you can steal such moves from your opponent for your own purposes, though predicting when your opponent will use these moves is very difficult. In this respect, Snatch has a very limited application. However...
  • Snatch can steal moves from your ally Pokémon as well. This is the focus of this article. Using your ally's moves is far more easily controlled and, thus, a more competitively viable usage of Snatch.
  • Because Snatch steals the first stat-boosting/healing move used, Pokémon with the Prankster ability are wonderful partners for Snatch users. Since Snatch has a priority of +4, and a Prankster boosted move receives a priority of +1, you can set up before the opponent can even move!

Notable Stat-Boosting Moves Affected by Snatch

  • Calm Mind
  • Cotton Guard
  • Cosmic Power
  • Dragon Dance
  • Minimize
  • Nasty Plot
  • Quiver Dance
  • Shell Smash
  • Swords Dance
  • Tail Glow

While any stat-boosting move from Withdraw to Howl can be picked up by Snatch, these are the most notable, offering multiple boosts at a time or significant boosts to a single stat. These stat boosting moves allow one Pokémon to either become monstrously difficult to KO or become a ruthless killing machine. The choice is up to you!

Notable Healing Moves Affected by Snatch

  • Aromatherapy
  • Heal Bell
  • Recover
  • Rest
  • Roost
  • Slack Off
  • Softboiled
  • Wish

The other major category of Snatch moves. These moves aren't quite as competitively viable as the stat-boosting ones due to the fast-paced nature of the metagame, but if your Snatch user is quite bulky, the extra HP could spell the difference between victory and defeat. Alternatively, you can simply Snatch an HP recovery move that you predict your opponent may use after witnessing him/her use it once before in battle.

Other Moves Affected by Snatch

  • Camouflage
  • Conversion
  • Focus Energy
  • Imprison
  • Light Screen
  • Lucky Chant
  • Magnet Rise
  • Mist

  • Power Trick
  • Quick Guard
  • Recycle
  • Reflect
  • Safeguard
  • Substitute
  • Tailwind
  • Wide Guard

These are some other interesting moves that can be used passed along by Snatch. This is the category of move you're most likely to attempt to steal from your opponent, in particular Light Screen, Reflect, Safeguard, and Tailwind are all common targets for Snatch. It's interesting to note that both Wide Guard and Quick Guard can be stolen by Snatch, neutering opponents who rely on these attacks to block powerful spread and priority attacks. Note also that none of these moves are particularly beneficial to pass long from one of your Pokémon to the other. Light Screen, Reflect, Safeguard, and Tailwind will already effect your entire side of the field, and Substitute can be learned by any Pokémon that can use a TM. While Snatch can be useful to steal opponents' Substitutes, especially with the rise of Substitute Heatran, these moves aren't particularly useful for our purposes in this article.

Notable Snatch Users

  • Chansey
  • Blissey
  • Snorlax
  • Dusclops
  • Dusknoir

  • Gardevoir
  • Gallade
  • Rotom (any forme)
  • Reuniclus
  • Druddigon

Now that we've taken a look at the types of moves that can be Snatched, let's take a look at some of the prominent users of Snatch. With the exception of the Rotom formes, all of these Snatch abusers are quite slow, making them unlikely to be able to boost effectively under normal circumstances. However, combine any of these Pokémon with Snatch and a Prankster partner (more on that shortly) and they become priority boosting machines!

Rotom's formes are the exception to this rule. Sitting at 86 Base Speed, they easily outspeed any of the other Snatch users, making them perfect recipients of more offensive options like Quiver Dance or Tail Glow while their natural bulk keeps them around long enough to deal damage.

While most Psychic-, Ghost-, Dark-, and Poison-types receive Snatch, not all of them make good abusers of Snatch. To abuse Snatch, the Pokémon should be bulky enough to take a hit while you spend a turn boosting and also not receive boosting abilities of its own -- otherwise, why Snatch?


Prankster Pokémon deserve a special mention in this article since their ability raises the priority of Snatched moves to +1. As I've said before, this allows you to easily pass stat-boosting/healing moves to a partner Pokémon before your opponent can even attack! Each Prankster often has a unique set of Snatch-compatible moves that can be tailored to what you want to do. For example, in my Snatchlax combination (more on that later!), I took a defensive approach with Snorlax. Whimsicott suited my team perfectly since it had access to a Prankster-boosted Cotton Guard. Here are some notable Pranksters and the healing/boosting moves they can carry:




Calm Mind


Tornadus & Thundurus

Bulk Up

Nasty Plot (Thundurus only)



Tail Glow



Cotton Guard

Of course, you don't have to use a Prankster Pokémon to power your Pokémon up -- moves like Dragon Dance and Shell Smash are only available on non-Prankster Pokémon anyhow. However, using a Prankster ensures a higher chance of successful setup. Without it, you will have to be especially careful that your boost-passing Pokémon does not get KO'd in setup.

Snatch Combinations

Since the overwhelming majority of competitive players have little to no experience with Snatch, I will go over two Snatch combinations I have come up with, including EV spreads, synergy, how well they handle common metagame threats, etc., to give a better understanding of how exactly Snatch can be used competitively.


This is a Snatch combination I used in the 2012 Houston Regionals. As you might expect, it involves Snorlax using Snatch to boost to unprecedented levels alongside Whimsicott.



Nature: Brave

Ability: Thick Fat

Item: Leftovers

EVs: 252 Attack/6 Defense/252 Sp. Defense

- Protect

- Snatch

- Return

- Crunch



Nature: Timid

Ability: Prankster

Item: Focus Sash

EVs: 200 HP/58 Sp. Defense/252 Speed

- Protect

- Cotton Guard

- Giga Drain

- Endeavor

I often led with Snorlax and Whimsicott in the Houston Regionals to great success. I would set up on Turn 1 by using Snatch with Snorlax and Cotton Guard with Whimsicott. Thanks to Snatch's +4 priority and Cotton Guard's +1 priority (courtesy of Prankster), Snorlax gains +3 Defense before the opponent can even move! Oh it was so amusing to see the look of sheer terror on my opponent's face when they realized they couldn't KO my Snorlax with their physical attackers... but I digress. Snorlax is famous for having wonderful HP, Attack and Sp. Defense stats, but its Achilles heel is its low physical Defense. Thanks to Snatch, Snorlax can patch up its weak physical Defense with unprecedented speed to become bulkier than Cresselia. Chople Berry, normally a staple on Snorlax, is rendered obsolete thanks to Snorlax's now titanic Defense. Therefore Leftovers was chosen to give Snorlax slow, passive recovery that it could abuse with Protect and Cotton Guard -- a much better choice than Sitrus Berry considering that Snorlax was often either the last Pokémon standing or the last one on my team to go down.

The given nature and EV spread for Snorlax is very simple yet very effective. A Brave nature allows Snorlax to "outslow" many Pokémon under Trick Room. 252 Attack EVs give Snorlax max Attack while 252 Sp. Defense EVs allow him to sponge many special attacks and round out his defensive stats. I only invested 6 Defense EVs because Cotton Guard multiplies Snorlax's regular Defense by a whopping factor of 2.5, so I saw little purpose in further investing in its Defense. Since Snorlax already has a massive base 160 HP stat, I didn't see any point in investing HP EVs there either.

As for Whimsicott, the nature and EV spread is rather simple as well. I wanted max Speed so that I could set up and outrun almost every Pokémon in the metagame with impunity to better support Snorlax. I gave Whimsicott 200 HP EVs so that it could stick around a little longer to continue supporting Snorlax with Giga Drain and Endeavor. The 58 Sp. Defense EVs gave Whimsicott a little extra extra special bulk so that it could endure weaker Ice type attacks.

This Snorlax in particular has walled and destroyed entire teams thanks to its boosted Defense and Leftovers. it simply refuses to die to any team that doesn't carry the move Sacred Sword, which bypasses all Defense and Evasion boosts -- I actually make a point to carry this move in every doubles team I create because of how dangerous Snatchlax (and other defensive versions of Snatch) is. To put Snorlax's boosted Defense in perspective, thanks to Cotton Guard, Leftovers and Protect, even Jolly Focus Sash Terrakion can only 3HKO with Close Combat, allowing Whimsicott time to easily 2KO Terrakion with Giga Drain.

Note: I had Protect on both my Pokémon to not only avoid attacks, as is standard in doubles, but also to prevent Fake Out from disrupting my Snatch setup.

After setting up Snorlax, Whimsicott supports Snorlax by removing Rock- and Ground-types that often wall Snorlax with Giga Drain. Endeavor is used in conjunction with Focus Sash to take healthy opponents, especially Steel-types, down to 1 HP so that Snorlax or Whimsicott can finish them off later. However, both Snorlax and Whimsicott get walled by Steel types, so that's why I often had a Fighting or Fire type sitting in the back of the party to come in for Whimsicott once it was inevitably KO'd.

As for Snorlax, Return is there for STAB and Crunch is there to make sure that both Snorlax and Whimsicott don't get walled/KO'd by Chandelure. Crunch also provides valuable coverage against Psychic types such as Latios and Cresselia.

Snatchlax handled Rain teams relatively well (except for the occasional Ferrothorn) -- even Haban Berry Kingdra can only do 43.4%-51.06% with a rain-boosted Hydro Pump, meaning that Snorlax is only 3HKO'd by Haban Berry Modest Kingdra in the Rain thanks to the 252 Sp. Defense EVs and Leftovers, while Snorlax deals 59.6%-70.2% back with Return to the same Kingdra, a clean 2HKO. Most rain attackers are specially based, so Snatching Cotton Guard is rather pointless, but with Snorlax's specially defensive spread and Whimsicott's Giga Drain, Snatchlax performs reasonably well against Rain teams. However, against Toxicroak, Cotton Guard support is necessary -- after Snatch, the standard max Attack Toxicroak can only deal 29.36%-35.74% damage with Drain Punch. This means that Toxicroak can only 5HKO Snorlax thanks to Cotton Guard and Leftovers, while Snorlax can comfortably 2HKO back with STAB Return.

Speaking of Rain Pokémon, there's one Pokémon in particular that Snorlax loves to battle: Gastrodon. Snorlax comfortably walls Gastrodon, yes, but more importantly, a few of them carry Recover, making them excellent targets to Snatch from. Normally, I deal enough damage to 2HKO Gastrodon to test if it will use Recover. If it does, I repeat the process with a partner Pokémon to bait it into using Recover again. In the same turn, I use Snatch with Snorlax to steal Gastrodon's Recover. This way, not only do I (literally) rob Gastrodon of any chance of survival the following turn, but I also recover a hefty 50% of Snorlax's HP in the process, making him even more difficult and annoying to take down. This is an example of one of the few times you can successfully use Snatch to steal moves from your opponent. I have rarely ever used Snatch this way, though. This goes to show how unreliable stealing moves from your opponent is compared to stealing them from your partner -- I had to wait and see if the opponent would use a Snatch-compatible move before attempting to steal it.

Sun and Hail teams are similarly handled easily due to the fact that they are primarily specially based and both Fire and Ice attacks are further resisted thanks to Thick Fat, meaning that Snorlax can comfortably wall the vast majority of both types of teams. Whimsicott, unfortunately, does not like to face either type of team but its main job is to set up Snorlax with +3 Defense. After it does that, I just wait for it to be KO'd so that I can bring in a Fire- or Fighting-type (as I mentioned before) to help Snorlax take down the opposing weather team. Snatchlax actually welcomes Trick Room teams because then Snorlax can abuse its horrendous speed stat to the fullest. Not only that but Snorlax can Crunch away at the Ghost- and Psychic-types that Trick Room teams tend to bring.

Sand teams, however, are a nightmare for Snatchlax. Whimsicott loses its precious Focus Sash, meaning it can't Endeavor, and Snorlax can't abuse its Leftovers recovery. Common Pokémon that thrive in the sand, such as Tyranitar, Excadrill, Scizor and Ferrothorn wall both Snorlax and Whimsicott to oblivion. I can set up Cotton Guard no problem, but it does no good if I can't attack back. Many Sand teams carry Pokémon with Intimidate, further reducing Snorlax's effectiveness. Chief among them is Hitmontop, who not only has Intimidate to lower Snorlax's Attack, but its Fighting Gem-boosted Close Combat still deals 51.06%-61.28% to my +3 Defense Snorlax--which is still only a 3HKO because Fighting Gem is, as you know, only used once. However, Snorlax can still 2HKO Hitmontop back (assuming Whimsicott or another partner doesn't deal any damage for a reason such as using Protect). Most Intimidate users, however, don't stay in on Snorlax. They simply switch in and out, cutting Snorlax's Attack every time. Will-o-Wisp also causes problems by compromising Snorlax's bulk and Attack. In short, Snorlax loses badly to Sand teams.

In summary, Snatch is a huge boon to a Pokémon like Snorlax, and this little addition to his movepool in the 5th generation makes him much more viable compared to other, more standard ways of using Snorlax in doubles. In a sense, Snatchlax is the doubles version of Curselax, a famous set in singles that's very difficult to defeat without Fighting moves. Whereas Curselax slowly builds up Attack and Defense over time, Snatchlax seeks an instantaneous, massive Defense boost at the cost of not being able to boost Attack, made possible by Snatch!

Another Option

Alternatively, Blissey can be used instead of Snorlax in the Snatchlax combo above with the following set:



Nature: Bold

Ability: Serene Grace

Item: Leftovers

EVs: 252 HP/252 Defense/6 Sp. Defense




Ice Beam

Pass Cotton Guard to Blissey with Whimsicott in exactly the same way as Snatchlax. While this set lacks a little offensive power, it makes up for it by having reliable recovery, BoltBeam coverage w, and a complete disregard for Burn or Intimidate.

The given nature, EV spread and +3 Defense from Cotton Guard actually allow Blissey to tank the standard Fighting Gem Hitmontop's Close Combat all day with Softboiled, since the first Fighting Gem boosted Close Combat does 53.87%-63.81% (anticipating this obvious move, you should use Softboiled if you've already boosted your Defense to recover the lost HP). All subsequent Close Combats only do 36.46%-43.09%. While Blissey alternates between healing up, boosting Defense, and attacking, Blissey's partner (Whimsicott or another teammate) can easily KO Hitmontop (or almost any other Fighting-type for that matter) thanks to Close Combat's defense drops.

If you want to be especially mean, you can swap either Thunderbolt or Ice Beam for Minimize to be virtually undefeatable as long as your opponent doesn't run Sacred Sword, Haze, etc., but be very wary of the fact that VGC battles have a time limit. In light of this, it's better to not to sacrifice a coverage move.


For another example of a Snatch combination, let's take a look at a Snatch Rotom-W used alongside a Quiver Dance Volcarona:



Nature: Modest

Ability: Levitate

Item: Sitrus Berry

EVs: 164 HP/212 Defense/40 Sp. Attack/92 Speed

- Protect

- Snatch

- Hydro Pump

- Thunderbolt



Nature: Modest

Ability: Flame Body

Item: Focus Sash

EVs: 124 HP/252 Sp. Attack/132 Speed

Protect/Rage Powder

Quiver Dance

Heat Wave

Bug Buzz

This time, Rotom-W Snatches Quiver Dance from Volcarona to become a potent Special sweeper. Rotom's EVs are especially bulky to ensure a successful setup -- this physically defensive spread, for example, is only 2HKO'd by a Fighting Gem boosted Close Combat from the standard Hitmontop. It should be noted that with Quiver Dance boosting Rotom-W's Sp. Defense stat, there is relatively little need to invest EVs into that stat. The 92 Speed EVs allow Rotom-W to outspeed and OHKO max Speed Terrakion with Hydro Pump after a single Quiver Dance -- with a Modest nature and 40 Sp. Attack EVs, Rotom-W can even 2HKO Garchomp with Hydro Pump (whether it's boosted by Quiver Dance or not) to protect Volcarona from Garchomp. In return, Garchomp can only 4HKO Rotom-W with Dragon Claw thanks to the physically defensive spread and Sitrus Berry, and the inevitable Rock Slide aimed at Volcarona can only 6HKO Rotom-W. In other words, Rotom-W has a relatively easy time dispatching Garchomp for Volcarona. The Modest nature and 40 Sp. Attack EVs also make it so that after a Quiver Dance, Rotom-W's Sp. Attack stat is less than 2 points below that of max Sp. Attack Chandelure.

Volcarona's spread is similar to that of the standard Zapdos, with 16 HP EVs shifted from HP to Speed to allow Volcarona to outrun the vast majority of standard Zapdos. There's little point in investing 252 Speed EVs since Volcarona wouldn't outrun anything else of significance.

Rotom-W and Volcarona synergize very well together to begin with -- Rotom-W destroys Rock- and Ground-types, as well as Pokémon such as Gyarados, Heatran and Chandelure, that trouble Volcarona while Volcarona in turn KO's Grass-types and Latios with Bug Buzz to cover for Rotom-W.  Whereas Snatchlax focused on tanking many attacks, this Snatch setup seeks to overwhelm the opposition with a special sweeping Rotom-W.

This Snatch setup works well in that you don't absolutely need to use Snatch to set up Rotom-W due to its amazing offensive and defensive synergy with Volcarona. Snatch is merely an extra tool that can be used to dismantle the opposition when the time is right--i.e. after Latios is KO'd by Volcarona. Though it depends on the opposing team, chances are that after said Latios is KO'd by Volcarona, Rotom-W will have free rein to Snatch Quiver Dance and proceed to sweep the rest of the opponent's team with Volcarona by its side. Rage Powder could be used on Volcarona instead of Protect to support Rotom-W even more, but this greatly compromises Volcarona's longevity.

In this combination, Snatch provides more sweeping opportunities with Quiver Dance depending on the situation. For example, if the opponent is weaker against Volcarona, it would be better to set Volcarona up with Quiver Dance rather than having Rotom-W Snatch it away. A boosted  Volcarona can then easily overwhelm the rest of the opponent's team. Conversely, if the opponent is weaker against Rotom-W, simply Snatch Quiver Dance away from Volcarona and proceed to smash the opposing team.

This combination is also notable in that no Prankster Pokémon were involved. This just goes to show that you don't need a Prankster in order for Snatch to be viable. Also, unlike my Snatchlax combination, it's not stopped cold by Burn or Intimidate. Both Rotom-W and Volcarona are perfectly viable without each other, ensuring that the team isn't too reliant on Snatch. This combination of offensive and defensive synergy also allows you to NOT run these two Pokémon as leads if you don't want to, depending on what you see on Team Preview. However, as always, be very cautious when using Snatch to pass Quiver Dance to Rotom-W as you will not be able to attack for one full turn. That is why it's recommended to use Snatch on a turn when you predict that one or both of the opposing Pokémon will use Protect.

Dragons and Gastrodon are some of the few Pokémon that are hit only for neutral damage by this combination. Latios and Gastrodon are heavily damaged or KO'd by Bug Buzz while Rotom-W can heavily dent most dragons with a boosted Hydro Pump or Thunderbolt. This combination can work under Hail, though Hail will rid Volcarona of its Focus Sash. It is advised not to use this combination under Sand, Rain, or Sun as Rain and Sand teams brutally massacre Volcarona while the Sun weakens Rotom-W's STAB Hydro Pump and leaves it vulnerable to the Grass-type Chlorophyll Pokémon. It should be noted, though, that Rotom-W performs well on its own under Rain and Sand while Volcarona performs well in Sunlight, so using these two Pokémon separately with other teammates is recommended to defeat opposing weather teams. This combination can also hold its own under Trick Room due to Rotom-W's and Volcarona's combination of bulk, resistances and offensive typing (i.e. Volcarona using Bug Buzz against Cresselia, Rotom-W using Thunderbolt against Jellicent, etc.). However, it is recommended that you stay clear of boosting up with Snatch and Quiver Dance against Trick Room teams since boosting Speed is, well, the worst possible thing to do when facing a Trick Room team. This is another example of using Snatch with discretion.

"MothWash" vs. "SnatchLax"

I touched on this earlier, but the main difference between Snatchlax and the Rotom-W + Volcarona Snatch combination is that the former relies entirely on Snatch to be effective. The latter does not. Snatchlax also has another weakness -- thanks to Snorlax's +3 Defense, it's harder to switch out to another Pokémon for a more favorable situation because you lose the massive Defense boost in the process. The Rotom-W + Volcarona Snatch combination, while nowhere near as bulky as Snatchlax, is much more flexible, granting multiple opportunities to sweep and making switching out for another Pokémon less costly. Not only that, but Rotom-W and Volcarona are not stopped by Intimidate or burns, both of which cripple Snatchlax.

In more general terms, versatility is the key to a Snatch combination's success. Snatch is a move that should provide your team with extra options as opposed to limiting them. While having a nearly indestructible Snorlax is awesome and fun to use, using Whimsicott and Snorlax together gives no option other than setting up Cotton Guard, making it easier for you to be out-played when it comes to best 2 of 3 Top Cut matches. On the other hand, Rotom-W and Volcarona have the option to either attack directly, boost up and sweep, steal an opponent's move or even switch out for a better matchup. Having so many options available allows you to confuse and outplay your opponent with greater ease.

Snatch is wonderful move all right. But building an effective team that is not too dependent on it is quite difficult--more on this later.

Snatch in Summary

  • Snatch should mainly be used if trying to pass along stat boosts/healing moves that are otherwise unobtainable on the Snatch user.
  • If using Snatch to buff a Pokémon's Attack/Sp. Attack stat, it is recommended to invest all EVs in HP, Defense and Sp. Defense to ensure successful setup -- there's very little point in investing in the Attack/Sp. Attack stats if you are going to boost them anyways, unless you are aiming to KO a specific Pokémon (as is the case with Rotom-W and Garchomp above).
  • Due to the existence of Swagger-based teams, it is recommended to use Snatch only for Speed/Sp. Attack/(Sp.) Defense boosting or recovery purposes, as Swagger + Persim/Lum Berry is a more efficient means of boosting Attack compared to Snatch.
  • If two Pokémon use Snatch, the slower Pokémon will receive the Snatched move, since the slower user of Snatch Snatches the move away from the original Snatcher in the same turn.
  • If using boosting moves, you can run one or two Pokémon with Psych Up to spread the boosts among your team.

Predicting and Countering Snatch

Snatch is very difficult to predict on Team Preview -- there are many Pokémon with boosting moves and quite a number Snatchers available to abuse them. Even after reading this article, the only real way to anticipate a Snatch user is to first identify a possible Snatch user (i.e.Snorlax, Rotom-W, Blissey, etc.), then look for any Pranksters the opponent may have. Then send out the leads you think will best handle the opponent's Snatch lead since Snatch is often used as a lead combination -- the battle gets much tougher if you fail to stop your opponent from setting up. Of course, the Snatch user may anticipate this thought process and react accordingly, especially in best-of-3 Top Cut matches, but that's just another mind game competitive players have to deal with anyhow.  However, if your opponent doesn't have a Prankster, then good luck anticipating Snatch!

However, here are a few moves that can give Snatch teams trouble:

  • Taunt: This will not stop the Snatch user if used on the same turn as Snatch (due to Snatch's higher priority), but you may be able to stop the Snatch user's partner, though this isn't a guarantee due to Prankster and Mental Herb.
  • Fake Out: If the opposing Snatch combination doesn't double Protect, you can double target the Snatch user's partner for the KO.
  • Haze: Removes any and all stat boosts.
  • Roar/Whirlwind: Same as Haze, but also lets you stop Trick Room and lets you see who else is on the opponent's team -- not as effective against Snatch teams that also carry Psych Up and/or Evasion moves
  • Telekinesis: Allows all moves (except OHKO moves like Sheer Cold) to hit the target regardless of evasion -- very useful in stopping those pesky Minimizing Snatchers. It also allows you to either make a teammate immune to a predicted Earthquake or lets you destroy opponents with inaccurate moves such as Stone Edge and Hydro Pump without fear of missing.
  • Sacred Sword: Exclusive to the Musketeer trio. Sure, it's weaker than Close Combat, but Sacred Sword has more utility in that it cuts right through Defense and Evasion boosts. It's an especially great move to use against boosted Snorlax or Blissey.
  • Any critical hit move bypasses Defense boosts as well, but I wouldn't rely on the 6.25% chance of that happening to defeat Snatch.

And if you can make it viable in doubles, Unaware Quagsire can help against Snatch teams, though special care must be taken to preserve it -- Snatch teams will aim to eliminate it as quickly as possible. Whimsicott in particular can easily OHKO it with a STAB 4x super effective Giga Drain.

Drawbacks of Snatch

At the beginning of the article, I stated that using Snatch to steal moves from your partner was hard to use. Here's a review why: when you use Snatch, you are giving your opponent a free turn to attack, since

1. You must use Snatch with one of your Pokémon

2. You must also use the move that's to be passed along to the Snatcher with the partner Pokémon

3. If using Snatch to steal an opponent's move, you must have very good prediction skills to avoid being KO'd through misprediction.

Therefore, it is extremely important that you set up when you are confident that you can survive any attack your opponent may use. For example, don't bother using Snatch with Rotom if you're facing a Latios -- Latios will simply Draco Meteor Rotom to oblivion while you set up. You must also be prudent when using Snatch: for example, with my Snatchlax lead, I never bothered boosting Snorlax's Defense if I was facing special attacking leads.

As in the Rotom-W and Volcarona combination, you can use Snatch relatively safely if you predict that one or both of your opposing Pokémon will use Protect. However, you may still take potentially fatal damage in the process. Use discretion!


This is where many Snatch combinations fall apart. Simply building an effective team with Snatch is very difficult to do. When using Snatch, you must be able to use Snatch Pokémon and accompanying partners who remain effective after the surprise is revealed. For example, in a best 2 out of 3 set of matches (the typical Top Cut format for US and Canadian Nationals and Worlds), you may be able to pull off Snatch in the first match and win, but it becomes harder to utilize Snatch in the 2nd and 3rd matches since the surprise is revealed -- the opponent will more than likely take precautions in order to stop Snatch from setting up. This is why it is of utmost importance that if you ever create a Snatch combination, be sure that the Pokémon used do not rely solely on Snatch to be effective.

For example, the Snatchlax combination, while powerful, is much more difficult to use successfully in a best-of-3 set of matches because it relies solely on Snatch to be effective. While very little can actually stop Snorlax from setting up, the opponent will more than likely formulate an effective strategy to counter Snatchlax in rematches.

However, the Rotom-W + Volcarona Snatch combination is much more viable because thanks to that combination's wonderful offensive and defensive synergy, flexibility, and overall stats and movepool, Snatch is not actually necessary for either Pokémon to work together and overcome many threats in the metagame.

Effective Snatch combinations are those that don't actually require Snatch. This seems a little odd, doesn't it? But to prevent Snatch from becoming nothing more than a one-time use gimmick on your team, treat the move as merely an extra tool that can allow you to gain game-changing momentum at the opportune moment.

When creating a team that has a Snatch combination in it, ask yourself: Can this Snatch combination work if I don't actually use Snatch? If the answer is no, then you should create a new Snatch combination and try again.

Also, since using Snatch to steal an ally's move takes one whole turn, I recommend staying clear of using other setup moves such as Trick Room and Tailwind in conjunction with Snatch. For example, in my Snatchlax combination, I originally ran Trick Room with a Cresselia to support Snorlax even more after Whimsicott sets up Snorlax with Cotton Guard. However, this made my team even more dependent on Snatch and Snorlax and required another turn of setup, leaving me vulnerable to even more attacks. Needless to say, I got rid of Trick Room on my team after realizing this.

However, if your Snatch combination does not depend on Trick Room, Tailwind or some other setup move, feel free to use those moves elsewhere on your team. The point is, don't try to do too much -- if you spend too much time setting up with both Snatch and Trick Room in the same battle, you are giving your opponent more opportunities to attack!


I'd like to give a special shout-out to El Scorcho, who has reviewed this massive article multiple times. Hopefully, his thoughtful feedback allowed this article to more clearly explain the effectiveness of Snatch in VGC. He also provided me with a damage calculator used to analyze the role of Snatch in the Snatchlax and Rotom-W + Volcarona sets.


There are many, many other possibilities in doubles with Snatch, but I hope that this article shed some light on a very rarely seen move that has great effect in doubles. With BW2 releasing a move tutor for Snatch, there will be even more options available to abuse this strange move. I hope to see this move gain more usage in future VGC tournaments in new and interesting teams, hopefully in even more varied ways than listed in this article. Remember, all's fair in love and Pokémon battles (except hacking, cheating, etc.), so get out there and start Snatching all the boosts in sight!

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  • Similar Content

    • By Iceseeker
      Hey there, 
      I'm looking for a Snorlax with the Selfdestruct move for my new team. I'd be super happy if someone can trade with me, as I've been searching for that specific Pokemon for quite a while now.
      I can offer several Legis, Shinys and Battle-Rdy Pokemon for trade.
    • By Spiritman
      Hello Fellas!
      So, the Mexican Nationals are coming and im in pain because i dont want to use a Big6 or any preset team made by somebody else... i know it sounds werid, but i want to use my own team all the way up. 
      Since i started playing VGC i loved the Combo Disable Shadow Tag + Encore on Whimsicott. I started Using with a team like this: 
      My train of Thought... Whimsi + Gengar = Deadly Combo... With Fake tears + Sludge Bomb / Shadow Ball i can kill the possible Threats of Groudon and Xerneas 
      With Encore + Disable i can give myself time to let in my Xerneas to SetUp, or Groudon to hit hard with Eruption... 
      And Thundurus and Ferrothorn where kind of fillers to face up threats, like Kyogre, opposing Xerneas, etc. 
      That's when i started to go on a journey of discovery and trials... Lots of games in showdown, and then i decided i would prefer to have climate control on my hands with a double primal team, so i switched Xerneas for Kyogre...
      In my mind it was "Easy" my Gengar stays in, i put my climate and assure 2 kills... But it wasnt really, because more people began using Yveltal and the combo became more popular so people started leading with Talonflame + Salamence to counter it effectively... so in my mind i started to doubt again and i felt i needed more changes... I thought about Sylveon, i tried it for a couple of games, but no... Xerneas needed to be back... That WIN button of Geomancy is too good not to use. But i wasnt sure who to dispose... so i tried this time taking off Groudon. 
      This was working good and here is where the magic started happening... i began to modify the Ev Spreads and the attacks to give it a little bit more of bulk + being effecive.
      Thundurus now carried HP water to surprise the groudons with a switch in, switched Thunderbolt with Wild Charge and made him a bit more bulky. 
      Kyogre had Thunder to Kill opposing Kyogres, plus obviosly the ability to kill groudons hehe.
      I reached the 1500's on Showdown but failed to go past them and thats when i crashed and started crying like a baby (JK). 
      Here the in depth of the team:

      Whimsicott @ Focus Sash  
      Ability: Prankster  
      Level: 50  
      EVs: 4 HP / 252 Def / 252 Spe  
      Timid Nature  
      - Fake Tears  
      - Encore  
      - Protect  
      - Safeguard  Tailwind
      Simple... Protect + Encore. Disable makes it so much easier :P! 
      It used to have safeguard to pass by the sleep inducers, but Tailwind makes Mega Gengar Virtually faster than any other opposing threat allowing him to Disable whatever move they just used. 
      Threats: Whimsicott is afraid of birds... Mainly Talonflame. Quick Guard completely shuts down Whimsicott and Brave Bird gives a lot of damage to both. Crobat works in a similar way, but doesnt scare gengar since Super Fang can't hit him. Smeargle paired with a strong attacker (fill in any restricted, mega, or setupper) is a pain, because it can Fake out on turn one and then use follow me, so i encore follow me, and i have to kill him while the other mon, sets up or hits mine even harder. Other option, Scarf smeargle... i double protect, i try to Disable and pum! scarf! here i just have to pray that he leaded with another setupper. 
      Ev' Spread: I just went out Max Speed max Defense to try resist as much as posible and outspeed other prankster users. So far, i try to get rid of them by using fake tears + sludge bomb / shadow ball before they taunt me. then i can switch him out.
      I dont know if you guys know any better spread, or something that can live a Double Edge from a jolly Kangaskhan. probably i would still go for speed over living that hit.

      Gengy! (Gengar) @ Gengarite  
      Ability: Levitate  
      Level: 50  
      EVs: 252 SpA / 252 Spe  12 HP / 96 Def / 180 SpA / 220 Spe  
      Timid Nature  
      IVs: 0 Atk  
      - Disable  
      - Sludge Bomb  
      - Shadow Ball  
      - Protect
      This is the Glue... Wait for it... Disable! Too Risky? Ok, gimme those fake tears ill just OHKO it :P! 
      This baby is beast... you cant get more momentum than Shadow Tag lol. Cresselia, Bronzong, Meowstick while thinking about not getting encored or taunted, they just get OHKOed by this pair. (That's the main reason i have Shadow Ball over HP Ice). The idea is for him to render the other pokemon useless and survive as much as posible for the Shadow Tag control. 
      Threats: Again, even though it is Ev'd to survive Talonflames Brave bird, it still is very annoying. I just normally try to go on and Sludge Bomb him to death, but SB is not 100% KO on Talon. even Modest MGengar only has 43.8% chance to OHKO. [252+ SpA Mega Gengar Sludge Bomb vs. 4 HP / 0 SpD Talonflame: 139-165 (90.2 - 107.1%) -- 43.8% chance to OHKO]
      Sucker Punch Users: Kangaskhan, Yvetal & Mawile. - Here I mostly rely on luck and predictions... Try to protect on their sucker punch, they repeat i disable. Even better, turn 1 i just Attack + Fake Tears and kill them... with exception of Yvetal which is a F***ing bulky beast that never dies xD.
      Dark Pokemon: Weavile & Yvetal. With Weavile i double protect on turn one. If fake out, Encore it. If it did Knock off, Disable + encore. It doesnt pose a big threat unless its paired with any Quick Guard User, or another hard hitter.
      And Yvetal well, i think its obvious its the main threat of the lead, since it is so bulky and has so many options. Plus it is always paired with a tricky supporter / taunter.
      Ev Spread: I stole it from a video where it explained how Gengar was so great paired up with Crobat to Counter the Meta, and with this spread it resisted his main checks... like Talonflame. The spread also made me think of using crobat on this team o.o.
      Ive tried Taunt on Gengar, to go past through Quick guard and just Taunt Smeargles, Xerneas, etc. but the Double STAB attack combo paired with fake tears have been proven worthy. Im still open to suggestions, but probably this is the most solid Ev / attack spread pokemon on the team.

      Xerneas @ Power Herb  
      Ability: Fairy Aura  
      Level: 50  
      EVs: 44 HP / 212 SpA / 252 Spe  
      Timid Nature  
      IVs: 0 Atk  
      - Moonblast  
      - Dazzling Gleam  
      - Protect  
      - Geomancy AKA Win Button
      The Good Ol' Xerneas. Not much to write in here. My restricted Poke #1, It Boosts up and tries to kill everything on its way.
      *I tried Focus Blast since it covers Ferrothorn and Groudon, but Bad accuracy + missing Moonblast kills made me change it again. I still have to try how HP Ground would work.

      Evil Whale! (Kyogre) @ Blue Orb  
      Ability: Drizzle  
      Level: 50  
      EVs: 204 HP / 188 Def / 76 SpA / 4 SpD / 36 Spe  
      Modest Nature  
      IVs: 0 Atk  
      - Origin Pulse  
      - Ice Beam  
      - Scald  
      - Protect
      Kyo! (Kyogre) @ Blue Orb  
      Ability: Drizzle  
      EVs: 100 HP / 156 SpA / 252 Spe  
      Timid Nature  
      IVs: 0 Atk  
      - Water Spout  
      - Thunder  
      - Ice Beam  
      - Protect
      Have been trying both sets, i personally prefer the fast version than the bulky one... but have been giving it a try. Not a lot of diference, just stressing me out with a couple of Origin Pulse Misses, but at the same time saving me when having to kill two targets at low hp.
      The problem is that even though it is strong AF, it really needs Tailwind to actually work as a sweeper.
      Also have been thinking of replacing Kyogre with Groudon, since my team right now is Extremely Ferrothorn weak.
      Let me know all your opinions please.

      ThundyBoi (Thundurus) @ Life Orb  
      Ability: Prankster  
      Level: 50  
      EVs: 204 HP / 104 Atk / 32 Def / 4 SpD / 164 Spe  
      Jolly Nature  
      - Wild Charge  
      - Hidden Power [Water]  
      - Thunder Wave  
      - Taunt
      So this is weird, the main use i have for Thundurus so far is to surprise incoming Groudons with HP Water. Somethimes i lead with Thundurus instead of Whimsicott, since Taunt / Thunder wave are sometimes more useful than Encore. And also that thundurus can OHKO Talonflame =P (But still quick guard doesnt let prankster do the do).
      Wild charge now kills no Kyogre, since 90% of the Kyogres are Bulky, maybe in Bo3 may be worthy as information recolector... but the 1st round of nationals is Bo1 so i prefer it to be sharp 100% of the time.
      Another option is to make him Special again and give him HP Ice, to take the Dragons. (Salamence + Talonflame Lead)
      *So far i think is the most replaceable pokemon of the team, since i could use another fast taunt user that doesnt gets affected by quick guard (Like Crobat)

      Ferry! (Ferrothorn) @ Leftovers  
      Ability: Iron Barbs  
      Level: 50  
      EVs: 252 HP / 140 Atk / 116 SpD  
      Brave Nature  
      IVs: 0 Spe  
      - Seed Bomb  
      - Gyro Ball  
      - Protect  
      - Substitute
      This Spiky dude is awesome... Substitute in the right time and gg. It has won me many games that seemed lost just by subbing in the right time. Have also thought of replacing him, and i actually tried Crobat in this spot, bot if im already Ferrothorn weak, and my kyogre counter is a boosted Xerneas or my Own Kyogre, probably the right thing to do is to keep him around :P.
      That's All! I know it is a lot of information and a lot of ifs and maybes... thats why im here... because my head is a mess and i dont even know what else to do. I want to hear all of your opinions, what have you seen or used that has prooved to work & any recomendations to make this team a solid A+!
      Thank you beforehand!
    • By Lily
      Hello, all! Recently I came up with this team that I'm about to show you. I'm wanting to bring it to a PC that I have in a few days. I've been really liking it, but it obviously has its issues. Aside from the glaringly obvious, I'll tell you the issues I have with it at the end. Without further ado, the first member of the team:

      Mega Heatran (Groudon-Primal) @ Red Orb  
      Ability: Desolate Land  
      Level: 50  
      EVs: 4 HP / 244 Atk / 4 Def / 4 SpD / 252 Spe  
      Jolly Nature  
      - Precipice Blades  
      - Rock Tomb  
      - Swords Dance  
      - Protect
      A pretty standard Jolly Groudon set. I decided to run Rock Tomb over Rock Slide as it provides guaranteed Speed control, whereas Stone Edge has a high miss rate and Rock Slide has a low flinch rate, which I'd rather not rely on. Swords Dance is there over a Fire-type move as I figured +2 Precipice Blades would take care of the threats that Fire Punch would take care of just fine (mainly Ferrothorn and Scizor).
      The EV spread is 4/244/4/0/4/252 instead of 4/252/252 as Groudon's bulk is decent enough to justify investing a few more points into it. I'm running Jolly avoid being outsped by other Groudon, as since this Groudon has very little bulk, it's easily OHKOd by opposing Precipice Blades.
      Groudon is one of the most powerful and the most overused Pokemon in the meta, and for good reason. It has great physical bulk and massive physical Attack, allowing it to plow through entire teams, especially when set up with Swords Dance, although aid is usually provided by Liepard or Whimsicott when setting up. Groudon is threatened mainly by other Groudon, Salamence, Yveltal, and Kyogre (the last of which this team struggles to deal with at times). Overall, I think Groudon is a very solid offensive threat and definitely the most powerful Pokemon on this team.

      New Meta (Whimsicott) (F) @ Life Orb  
      Ability: Chlorophyll  
      Level: 50  
      EVs: 4 HP / 252 SpA / 252 Spe  
      Timid Nature  
      IVs: 0 Atk  
      - Grass Knot  
      - Moonblast  
      - Protect  
      - Encore
      A surprisingly threatening offensive Pokemon, Whimsicott is one of my favorite Pokemon and I wanted to try something new with it. I heard that Life Orb Whimsicott was used by at least a few people in the Japan Cup, so I wanted to try it for myself. I gave it the Chlorophyll ability and paired it with Groudon and I was amazed at how well it did, even without a Focus Sash. Although obviously extremely frail, Chlorophyll helps Whimsicott outspeed everything in the meta that isn't boosted by Tailwind, including +2 252+ Speed Timid Xerneas, allowing me to Encore it into Geomancy even without Prankster.
      The moveset is pretty different than the norm as well, of course. Moonblast and Grass Knot are great STAB choices and, when boosted by Life Orb, are able to deal big damage to its main partner's (Groudon) biggest threats, including Primal Kyogre, Primal Groudon, Mega Rayquaza, Mega Salamence, and Yveltal.
      Relevant calcs:
      252 SpA Life Orb Whimsicott Grass Knot (120 BP) vs. 140 HP / 0 SpD Primal Kyogre: 127-151 (65.8 - 78.2%) -- guaranteed 2HKO
      252 SpA Life Orb Whimsicott Grass Knot (120 BP) vs. 4 HP / 4 SpD Primal Groudon: 103-122 (58.5 - 69.3%) -- guaranteed 2HKO 252 SpA Life Orb Whimsicott Moonblast vs. 4 HP / 4 SpD Mega Rayquaza: 151-179 (83.4 - 98.8%) -- guaranteed 2HKO
      252 SpA Life Orb Whimsicott Moonblast vs. 4 HP / 4 SpD Mega Salamence: 164-195 (95.9 - 114%) -- 81.3% chance to OHKO
      252 SpA Life Orb Whimsicott Moonblast vs. 244 HP / 0 SpD Yveltal: 151-182 (65 - 78.4%) -- guaranteed 2HKO
      As I said before, Whimsicott is one of my favorite Pokemon. I thought the idea of a Life Orb Whimsicott sounded extremely far-fetched at first, but I decided to give it a try and I wasn't disappointed. I chose Chlorophyll over Prankster to ensure I outspeed everything. With that speed, I'm not only able to deal damage, but I'm also able to Encore Xerneas into Geomancy, Kangaskhan/Smeargle/Weavile/Raichu into Fake Out while Groudon Swords Dances and picks up the OHKO.

      Bacon Bird (Yveltal) @ Black Glasses  
      Ability: Dark Aura  
      Level: 50  
      Shiny: Yes  
      EVs: 244 HP / 28 Def / 4 SpA / 36 SpD / 196 Spe  
      Timid Nature  
      - Snarl  
      - Sucker Punch  
      - Protect  
      - Foul Play
      Pyritie here on NB inspired me to try Yveltal. I saw his set that he posted and thought it looked solid, so I tried it out myself and fell in love. (See his post here for relevant calcs.) I think Yveltal is a really solid Pokemon in this format, able to counter (or at least damage) many big threats such as Groudon, Landorus-T, Salamence, Rayquaza, Kangaskhan, and even Kyogre, just to name a few.
      I tried Tailwind for a while, but eventually settled on using the same moveset that was provided in the post. I feel that it covers a lot of bases. Snarl is a spread attack that gets a Dark Aura and Black Glasses boost, so it deals considerable damage and also drops the target's special attack stat. Sucker Punch is great priority move and the most powerful one, and it's able to pick up some necessary KOs on big threats. Foul Play is the main offensive move on this set and can dish out massive damage to the Pokemon listed above.
      In addition to being pretty solid on its own, Yveltal makes a great partner for Primal Groudon, as it basically hard-counters opposing Primal Groudon and is able to threaten and chip away at a lot of Pokemon that could potentially cause trouble for Groudon.

      Guinevere (Liepard) (F) @ Focus Sash  
      Ability: Prankster  
      Level: 50  
      EVs: 4 HP / 252 Def / 252 Spe  
      Timid Nature  
      - Foul Play  
      - Taunt  
      - Fake Out  
      - Swagger
      Liepard is an interesting Pokemon this format. It's not as fast as other Prankster users like Thundurus and Whimsicott (or 252 +Speed Meowstic, but I don't think anyone uses that), but it gets Fake Out and STAB- and Dark Aura-boosted Foul Play, (Sableye does too, but it's much slower and I'd rather have Speed on this team) which is why I chose it over the Pokemon mentioned previously.
      I first got the idea to use Liepard after seeing peckspec's team here. I used his standard 4/252/252 spread and movset and changed out Thunder Wave for Swagger, as I already had Thundurus for good speed control.
      Focus Sash is so it can survive powerful moves from many Pokemon. Foul Play is used for the same reason on Liepard as it is on Yveltal. Taunt is a great way to stop non-Mental-Herb Smeargle from spamming Dark Void as well as Thundurus, Whimsicott, and opposing Liepard. Fake Out support is great and can prevent crucial KOs on my Pokemon by not letting the opponent attack (this is especially useful when Groudon is trying to set up Swords Dance). Finally, Swagger is a great move as it not only gives the opponent a 50% chance to damage themselves, but it also doubles the damage done with Foul Play, so Liepard can priority Swagger and Black Glasses Yveltal can use Foul Play and pick up OHKOs on even Kyogre.
      +2 0 Atk Dark Aura Yveltal Foul Play vs. 0 HP / 0 Def Primal Kyogre: 180-213 (102.8 - 121.7%) -- guaranteed OHKO

      Tarboosh (Thundurus) @ Sitrus Berry  
      Ability: Prankster  
      Level: 50  
      EVs: 52 HP / 4 Def / 4 SpA / 196 SpD / 252 Spe  
      Timid Nature 
      - Thunderbolt  
      - Swagger  
      - Taunt  
      - Thunder Wave
      First off, if you're wondering what a Tarboosh is, it's a sort of fez. Because Thundurus wears a hat sort of thing. Kind of.
      Thundurus is as good as, if not better than, it has been in the past. It's still doing what it's always been good at: paralyzing, confusing, and causing people to lose their sanity. It's a great support option for multiple reasons, as it gets access to Taunt, Thunder Wave, Swagger, even Embargo, Role Play, and Electroweb. I chose it because I needed both a second Taunter and because I felt another Swagger user would better help out Yveltal. The EV spread was taken from Se Jun Park's Generation Showdown team (which I was surprised is not mentioned in the sample teams post: read it here), I just switched around the HP and the Speed and went with Timid over Calm because I felt like max Speed was more necessary this format than it has been in the past. I'm not sure what all of the relevant calcs were, or if he just wanted a specially-bulky Thundurus, but it has a decent chance to survive quite a few attacks.
      Relevant calcs:
      252+ SpA Primal Kyogre Origin Pulse vs. 52 HP / 196 SpD Thundurus in Heavy Rain: 142-168 (88.1 - 104.3%) -- 25% chance to OHKO
      252+ SpA Primal Kyogre Ice Beam vs. 52 HP / 196 SpD Thundurus: 138-164 (85.7 - 101.8%) -- 12.5% chance to OHKO
      +2 252 SpA Fairy Aura Xerneas Dazzling Gleam vs. 52 HP / 196 SpD Thundurus: 130-154 (80.7 - 95.6%) -- guaranteed 2HKO
      The moveset is the standard set that almost everyone uses. Thunderbolt is used as the offensive option because it has good base damage, STAB, and a slight chance to paralyze. Swagger's there for the same reason Liepard has it. It has Taunt as a backup or substitute for Liepard. Thunder Wave is a great form of speed control and allows my other Pokemon to outspeed big threats such as +2 Xerneas, Mega Rayquaza, Mega Salamence, and max speed Primal Kyogre, among many other things.
      I think Thundurus is a great choice for a supporting 'mon, as it provides fast, reliable speed control, it can Taunt, Swagger, and take out Flying-types with Thunderbolt due to its good base special attack stat.

      Saladmenace (Salamence-Mega) (F) @ Salamencite  
      Ability: Intimidate  
      Level: 50  
      Shiny: Yes  
      EVs: 4 HP / 4 Atk / 4 Def / 244 SpA / 252 Spe  
      Naive Nature  
      - Hyper Voice  
      - Double-Edge  
      - Protect  
      - Tailwind
      Mega Salamence is one of the most prominent threats in the meta. It's fast, it's powerful, and most of all, it's really cool-looking. (That's the most important part, right?)
      Besides Mawile, Salamence is my favorite mega evolution in the game. It's got solid stats all around and has access to a plethory of offensive and even a few support options. The EV spread is 4/4/4/244/252 because of the same reason Groudon's is. I went with a more specially-biased variant as Hyper Voice is a spread move and it will deal less damage to each opponent in exchange for targeting both of them, so I wanted it to be as powerful as possible, whereas Double-Edge is only single-target and deals great damage even with just 4 attack EVs. In addition to being a powerhouse, my Salamence also has Tailwind to support its team. Tailwind on Salamence is amazing as most people's first instinct typically isn't to Taunt a mega Salamence (although I feel like that will become more common soon), so I can set it up relatively safely, especially with Fake Out support from Liepard or Swagger from either Liepard or Thundurus.
      Salamence is a great option for a mega as it counters two of the four main restricted legendaries: Groudon and Rayquaza. It also can do a lot of damage to most other things in the meta.
      Alright! Now that the team is done, I'll quickly list what I'm having problems with and share a few battle videos.
      Trick Room  The main problem I have, which you probably noticed, is with Trick Room. Everything on my team bar Yveltal has max speed and a +speed nature. It works out well overall, and I can outplay TR if it gets set up, but I'd rather have a much more reliable way of controlling it if it gets set up. The problem is, I don't know who to replace as I feel that they all play a pretty important role in the team.
      Primal Kyogre Primal Kyogre has been a problem occasionally. I feel like a Grass-type might be able to remedy this, but I'm not sure who to choose.
      Xerneas Despite having Primal Groudon, Xerneas is a pretty big weakness to my team if Whimsicott gets knocked out before I can Encore it.
      Thanks for reading if you made it this far. This is my first RMT on Nugget Bridge, so I hope it was acceptable. I'd appreciate any and all help and feedback. Thank you!
      EDIT: Sorry that some of the sprites are so big! I don't know how to fix that
    • By Osw
      Here is the team:

      Yveltal @ Weakness Policy  
      Ability: Dark Aura  
      Level: 50  
      EVs: 236 HP / 28 Def / 12 SpA / 36 SpD / 196 Spe  
      Timid Nature  
      IVs: 0 Atk  
      - Snarl  
      - Oblivion Wing  
      - Foul Play  
      - Protect  
      I borrowed this spread from someone here on nuggetbridge and i have to say that this is by far one best spreads ive seen. The evs let me survive:
      252+ SpA Turboblaze Kyurem-W Blizzard vs. 244 HP / 36 SpD Yveltal: 186-218 (80.1 - 93.9%) -- guaranteed 2HKO 252 SpA Fairy Aura Xerneas Dazzling Gleam vs. 244 HP / 36 SpD Yveltal: 134-162 (57.7 - 69.8%) -- guaranteed 2HKO 252 Atk Life Orb Mega Rayquaza Dragon Ascent vs. 244 HP / 28 Def Yveltal: 172-203 (74.1 - 87.5%) -- guaranteed 2HKO 252 SpA Thundurus Thunderbolt vs. 244 HP / 36 SpD Yveltal: 146-174 (62.9 - 75%) -- guaranteed 2HKO and once Weakness policy activates Yveltal pack quite a punch. I chose Snarl because it allows it and its team to survive attacks such as Origin pulse, Ice beam, Eruption, etc, Oblivion wing because it lets yveltal get some health and is more effective with the boost of WP, Foul play to cause some serious damage to Primals and things as such and Protect. I chose Yveltal because most teams that dont have Xerneas on them are weak to dark type attacks and this allows me to take advantage of its ability.

      Kyogre-Primal @ Blue Orb  
      Ability: Primordial Sea  
      Level: 50  
      EVs: 204 HP / 188 Def / 76 SpA / 4 SpD / 36 Spe  
      Modest Nature  
      IVs: 0 Atk  
      - Origin Pulse  
      - Ice Beam  
      - Thunder  
      - Protect  
      I took this spread from a webpage, it allows me to: 
      252 Atk Life Orb Thundurus Wild Charge vs. 236 HP / 188 Def Primal Kyogre: 166-198 (80.9 - 96.5%) -- guaranteed 2HKO 252 Atk Life Orb Mega Rayquaza Dragon Ascent vs. 236 HP / 188 Def Primal Kyogre: 153-181 (74.6 - 88.2%) -- guaranteed 2HKO 252+ Atk Primal Groudon Precipice Blades vs. 236 HP / 188 Def Primal Kyogre: 96-114 (46.8 - 55.6%) -- 71.9% chance to 2HKO 252 Atk Parental Bond Mega Kangaskhan Double-Edge vs. 236 HP / 188 Def Primal Kyogre: 135-160 (65.8 - 78%) -- guaranteed 2HKO 252 Atk Aerilate Mega Salamence Double-Edge vs. 236 HP / 188 Def Primal Kyogre: 129-153 (62.9 - 74.6%) -- guaranteed 2HKO I chose O pulse because i wanted an attack that could keep a constant damage output unlike Water spout (problem is, Groudon precipice blades land more than my O pulse), Ice beam for dragons and flying types, Thunder to beat opposing Kyogres. Kyogre gives some sort of Safe Heaven to Mawile from fire attacks. 

      Mawile @ Mawilite  
      Ability: Intimidate  
      EVs: 212 HP / 76 Atk / 4 Def / 108 SpD / 108 Spe  
      Adamant Nature  
      - Play Rough  
      - Iron Head /Fire fang
      - Sucker Punch  
      - Protect  
      This is a spread of my own, it survives this:
      +2 252 SpA Fairy Aura Xerneas Dazzling Gleam vs. 212 HP / 108 SpD Mega Mawile: 63-75 (41.4 - 49.3%) -- guaranteed 3HKO 252 SpA Mega Mewtwo Y Flamethrower vs. 212 HP / 108 SpD Mega Mawile: 130-154 (85.5 - 101.3%) -- 12.5% chance to OHKO -1 252+ SpA Primal Kyogre Water Spout (150 BP) vs. 212 HP / 108 SpD Mega Mawile in Heavy Rain: 126-148 (82.8 - 97.3%) -- guaranteed 2HKO -1 252+ SpA Primal Groudon Earth Power vs. 212 HP / 108 SpD Mega Mawile: 116-140 (76.3 - 92.1%) -- guaranteed 2HKO The speed EV allow me to underspeed the primals and outspeed Xerneas under tailwind and KO it ( 76+ Atk Huge Power Mega Mawile Iron Head vs. 252 HP / 0 Def Xerneas: 234-276 (100.4 - 118.4%) -- guaranteed OHKO ). Play rough lets me KO dragons and other Yveltals, Sucker punch lets me abuse Dark aura, Protect and last is Iron head to hit fairies and the like, but im not sure if i should change it for Fire fang to hit ferrothorn.

      Whimsicott @ Focus Sash  
      Ability: Prankster  
      EVs: 252 HP / 4 Def / 252 Spe  
      Timid Nature  
      - Tailwind  
      - Beat Up  
      - Encore  
      - Swagger  
      The support member, Tailwind for speed control, Beat up to let Terrakion crush everything, Encore to keep pressure and Swagger to help Yveltal do more damage.

      Raichu @ Expert Belt  
      Ability: Lightning Rod  
      EVs: 4 HP / 252 Atk / 252 Spe  
      Jolly Nature  
      - Fake Out  
      - Volt Tackle  
      - Nuzzle  
      - Feint  
      Here to take thunderbolts for Yveltal and Kyogre and wall other electric types. Fake out for momentum, Volt tackle to hit Kogre and do more damag ewith Expert belt than Zap plate, Nuzzle for extra speed control and Feint to break protects. 

      Terrakion @ Lum Berry  
      Ability: Justified  
      EVs: 4 HP / 252 Atk / 252 Spe  
      Jolly Nature  
      - Close Combat  
      - Rock Slide  
      - Double Kick  
      - Protect  
      Terrakion here is to get rid of Smeargle and Kangaskhan and if possible, KO everything after beat up boost. Close combat to hit hard, Rock slide for STAB, Double kick to KO sashes smeargles, although im thinking of switching to Quick guard and Protect.

      Getting the Justified boost from beat up is almost like setting a weak Geomancy, which lets me sweep entire teams not prepared fro these 2.

      Dark aura abuse, yveltal softens some hits for Mawile and Mawile sucker punches things.
      Raichu covers either of these 2 from any electric type while the other deals damage.
      Swagger + Foul play almost beat everything thats not named Xerneas.

      Mostly these 2, the main reason i hate VGC 2016 and the bane of my existence when im playing, Smeargle can put everything to sleep and can be either sashed or scarfed while letting Xerneas get a +2 boost on almost everything and then start sweeping even things that should resist it.
      Im tired of facing Big six teams just because of these 2. 

      Not as annoying as the 2 above  but the constant Precipice blades with supposed 85% accuracy are getting tiresome too.
      , etc.
      Most follow me users are easy to go around except when theyre with Xerneas
    • By Gentlefish
      Hey, I could use a Munchlax/Snorlax, a Machop, a Shellder (with Shell Smash), a Nidoran (w/ Sucker Punch appreciated but optional) and an Eevee (with HP Ice, hopefully?).
      To see what I can offer, click here.
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