FEAR
Requested by: JR0308s_soul
This is for the memes with Rattata. Basically, the reason why you should FEAR this strategy is because it relies on simple things that can rip apart your team if you don't have the necessary things on the field or a party member. Although, you could use a LV 1 Kangskhan for certain mons. What does FEAR, mean exactly? It means Focus Sash, Endeavor, Quick Attack, and Rattata, although you can substitute Rattata out with Kangskhan if you want for certain reasons.
You can start out the battle by sending out a Rattata, who will use it's focus sash to survive on the turn that it's hit by something(that causes damage), use endeavor, to get Pokemon down to 1 HP, and then use Quick Attack to finish it off. So what could possibly go wrong? Oh. Status ailments like burns or poison can ruin the strategy in one fell swoop, as it doesn't let Rattata survive for two turns. Also, if you're doing it for the memes in OU, there's a chance you might run into a Ferrothorn with the ability Iron Barbs. Ferrothorn has access to entry hazard moves, and Iron Barbs works on Endeavor, making rattata faint if it's limit has been reached already. Also, Leftovers is likely to be there too, rendering FEAR moot. Although you might not see this item too often, an item called Rocky Helmet works exactly like Iron Barbs. Plus, entry hazards could have already been set up, so you have to be careful, and it's likely you have to send out rattata early on in the match. Poor Rattata *cries*.
To add salt, FEAR doesn't make ghost types afraid at all, since they have an immunity to Normal type moves. But there is another alternative. Kangaskhan runs into the same problems as rattata...but there's a difference between them. Kangskhan has Scrappy as an ability, allowing it to use Endeavor on Ghost type Pokemon, and also has access to a move like Quick Attack in Sucker Punch. This doesn't work on Substitutes either, I believe. Plus, multi hit moves break through the Focus Sash. This strategy is cool, but it doesn't really pack a punch when the opponent knows how to counter it correctly.
Score: 5/10 or 6/10
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