Firstly, hey. I decided to write this for Gen 7, because this looks like this hasn’t been done. And shinies are what everyone wants.
Second, this may be a bit lengthy, as certain pokemon/movesets need an explanation.
Third, there is a link for all to look at that explains where I get this from; Yeah
Now we have a link for overview, I will explain how each pokemon works, in turn. Also note, everything in the link from the thicker black line down is fluid, depending on the situation. Also note, all the pokemon are level 100, and have EVs, IVs and natures that compliment their job. Plus Maximum PP, and Max Affection (it can help). Also, some are from Generation 6, cause of Move Tutors, and some are Hidden Abilities. However, with Ultra Sun and Ultra Moon, the Move Tutors are there too.
ONTO THE POKEMON.
First in the team: Dugtrio.
Why that one in front over others you ask? How did you get th-
Simple answer, its the Kanto variant. Its Ability, Arena Trap, works like Illuminate, which increases encounters. It also holds a Smoke Ball, which means if you are searching and don’t encounter what you want, you can escape without worry. Its for finding the pokemon you want, and being able to flight or fight.
The moveset:
Smeargle #1.
Why Smeargle?
Its versatile as heck, with an infinitely customizable moveset, through Sketch. It is the main battler. It holds Leftovers, because. All 3 Smeargle do. It has Technician as Ability
The moveset:
Third on team: Smeargle #2.
Reason why is as above. The job is VERY different though. It also has Own Tempo over Technician because of Confusion.
The moveset:
Forth on Team: Smeargle #3.
This may get boring. Also has Own Tempo though.
The moveset:
Fifth on team: Trevenant
Finally a different pokemon. The pokemon has Harvest as its ability, and holds a Leppa Berry, the reason of which will be explained in due course. Why Trevenant? Its typing (Grass/Ghost) is better than other people may use (Alolan Exeggutor (Grass/Dragon)) and its moveset will reflect that.
The moveset:
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Because it seems people may need this, I am adding this in. Alternate main fighters.
Why do we need this? Have you gone ma-
No, I haven’t. But some things need specialized jobs, and movesets. The things will usually have, as normal, a Leftovers though, unless mentioned.
Suction Cups Cradily There is a reason for this, instead of Dugtrio. Fishing. Suction Cups allows for instant fishing up of things. Which means easier things showing up. You will need to breed in Gen 6, for reasons that will become clear. It holds a Smoke Bomb for the same reason as Dugtrio too. Moveset:
Stealth Rock via Move Tutor mainly, for the same reason its on Dugtrio. Tickle via breeding from Omanyte and Omastar, to reduce Attack (and Defense).
Confide via TM to reduce Special Attack.
Flash via TM from Generation 6 to reduce Accuracy.
Lockdown Smeargle.
Why? Its got the same ability as the normal fighting Smeargle. Its moveset is different though.
Parasect
This may be a confusing one. Its good for Alolan Geodude hunting, with Damp as its ability.
The moveset.
There are other alternate fighters (Lightning Rod A-Marowak, Intimidate Mawile, etc) but it depends what floats your boat.
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Now the main 5 and alternates have been explained, onto the 6th members. These are there to give Abilities. I would have more, but there are some I can’t access that would be useful. There are some that are Ultra Sun/Moon exclusive too, which will be pointed out. When brought, these hold a Leftovers. There are also more that can be added, with different abilities, but because of the abilities disadvantage, I don’t use it, or it seems useless. These are the ones I personally use though. FYI *cough*StillNeedaHASpritzee*cough*
How these work. First, research your opponent, find out its moveset, Its call rate, anything that you need to, and work out what is your best 6th member. When the pokemon calls its first ally, move the ability onto the first called with the move provided. Then buff with Smeargle #2, swap to Smeargle #3 with Baton Pass, and Skill Swap the ability off the ally. Then go to town on the allies, attacking with Aerial Ace, using PP restores (usually Leppa Berries of your own) every so often, and using Adrenaline Orbs when no ally is called, and you don’t need PP, until a Shiny shows.
There is a reason I didn’t include Sylveon, which is that the Ability Cute Charm. And the reason is, while its possibly useful, it doesn’t work when you Skill Swap it for SOSing. I know this from experience.
Stantler
Ability is Intimidate. Why? Its an essential for hunting things that have a low call rate (Turtonator, Absol, Tauros as examples) because it doubles the rate of SOS calls without any disadvantages. Of which there are 2 other similar abilities, Pressure, with the disadvantage of doubling PP usage of the opponent (meaning they run out faster), and Unnerve, with the disadvantage of stopping Berry Usage (meaning Infinite Chaining would fall apart).
Grumpig #1
Ability is Own Tempo, which stops confusion. Which means less hitting of oneself. Better than using an Ability Capsule on Smeargle (which is expensive).
Grumpig #2
Ability is Thick Fat, which halves Damage from Fire and Ice Type Attacks. Its cool.
Dusclops
Ability is Pressure. I explained how Pressure isn’t brilliant.
Pangoro #1
Ability is Scrappy. This could be useful if you are haunted by Ghosts.
Pangoro #2
Ability is Mold Breaker. Its useful if you have something that has a trolly ability, like Mimikyu’s disguise, Sturdy, etc, though with Stealth Rocks, it can be moot. It also can beat Shell Armor, Fur Coat, and Queenly Majesty. I’ve never used it, because it doesn’t fit anything.
Ability is Limber. It can stop you getting Paralyzed, which can make things difficult cause of lost turns.
Carbink #1
Ability is Clear Body. It works if you are hit with a lot of moves that mess with your stats. Its a clearly useful ability.
Carbink #2
Ability is Sturdy. Its useful if the enemy can do damage that 1-hits.
Chimecho
Ability is Levitate. Makes you Immune to Ground Attacks. Has floaty use.
Sigiliph #1
Ability is Magic Guard. Stops Indirect Damage. Can have use with tricks.
Sigiliph #2
Ability is Wonder Skin. Halves the accuracy of Status moves. Some use.
Mr. Mime #1
Ability is Soundproof. Stops sound based moves from affecting the pokemon. This includes Roar etc.
Mr. Mime #2
Ability is Filter. Reduces Damage from Super-Effective moves by 1/4 , which could be useful.
Jynx #1
Ability is Oblivious. Can stop Infatuation and similar things. Lovely.
Jynx #2
Ability is Forewarn. Warns about strongest move.
Reuniclus
Ability is Overcoat. Protects from Sandstorm, Hailstorm, Powder and Spore Moves, and Effect Spore.
Pyroar
Ability is Moxie. Increases Attack if you defeat a pokemon. Could be useful as you rapidly KO things, or if you have something that likes to lower attack, as a counter.
Octillery #1
Ability is Sniper. Increases the damage of Criticals. Could be useful if you crit a lot.
Octillery #2
Ability is Suction Cups. Stops automatic switch out moves affecting you. Not sucky at all.
Remoraid
Ability is Hustle. Increases the Attack of physical moves. Useful, and works well with Aerial Ace.
Araquanid
Ability is Water Bubble. Halves the damage from Fire Type Attacks, Doubles Damage of Water Type Attacks, and gives immunity to burn. Hot if Scald is involved.
Swoobat
Ability is Unaware. Makes Stat Changes be ignored. Useful if you want something uninterested.
Girafarig #1
Ability is Inner Focus. Prevents Flinching. Has uses from hitters.
Girafarig #2
Ability is Early Bird. Speeds waking up when asleep. If you want less sleep lost, use Insomnia Instead.
Banette #1
Ability is Frisk. Lets you check the items on opponents. Useful for pocket checks.
Banette #2
Ability is Insomnia. Prevents Sleeping. Very Useful for working all night.
Butterfree
Ability is Compound Eyes. Increases the rate that Items are held on opponents. Situationally Useful for pocket fills.
Meowstic
Ability is Infiltrator. Lets you bypass Barrier Moves. Very Useful if you want to fight over the wall.
Beheeyem
Ability is Analytic. It increases the Damage done if the pokemon acts after others. Can be useful if you are slow.
Pallosand
Ability is Water Compaction. It raises defense when hit by Water Type Attacks. Useful if you want to sand up for yourself.
Second, this may be a bit lengthy, as certain pokemon/movesets need an explanation.
Third, there is a link for all to look at that explains where I get this from; Yeah
Now we have a link for overview, I will explain how each pokemon works, in turn. Also note, everything in the link from the thicker black line down is fluid, depending on the situation. Also note, all the pokemon are level 100, and have EVs, IVs and natures that compliment their job. Plus Maximum PP, and Max Affection (it can help). Also, some are from Generation 6, cause of Move Tutors, and some are Hidden Abilities. However, with Ultra Sun and Ultra Moon, the Move Tutors are there too.
ONTO THE POKEMON.
First in the team: Dugtrio.
Why that one in front over others you ask? How did you get th-
Simple answer, its the Kanto variant. Its Ability, Arena Trap, works like Illuminate, which increases encounters. It also holds a Smoke Ball, which means if you are searching and don’t encounter what you want, you can escape without worry. Its for finding the pokemon you want, and being able to flight or fight.
The moveset:
- Stealth Rock via Move Tutor, which is useful for hunting anything with Sturdy.
- Sand Attack via Level Up, which reduces accuracy of the 1st, useful to keep other things going.
- Growl via Level Up which reduces Attack Power.
- Confide via TM which reduces Special Attack Power.
Smeargle #1.
Why Smeargle?
Its versatile as heck, with an infinitely customizable moveset, through Sketch. It is the main battler. It holds Leftovers, because. All 3 Smeargle do. It has Technician as Ability
The moveset:
- Substitute. Why? It will stop some moves injuring and affecting you. And with other things, it is easy.
- Aerial Ace. Why? It is a never-miss move, you never hit your opponent directly (which stops some abilities proccing) and it will injure anything. With Stealth Rocks, you can KO and KO until the cows come home.
- Reflect Type. Why? Typically your opponent has moves that do a persistent effect (burn, poison, etc), and usually its own typing (Fire, Poison, etc) can stop the effect hitting.
- You CAN swap Reflect Type for Conversion 2, if you go against something that uses Take Down a lot (see Beldum) or uses similar moves.
- You CAN swap Reflect Type for Conversion 2, if you go against something that uses Take Down a lot (see Beldum) or uses similar moves.
- Skill Swap. Why? Its needed for the 6th party member guest stars. To get the Ability onto Smeargle.
Third on team: Smeargle #2.
Reason why is as above. The job is VERY different though. It also has Own Tempo over Technician because of Confusion.
The moveset:
- Soak: Why? It is the crux of the catcher. It weakens the harder defense types, makes Ghosts vulnerable to Normal Type moves, and makes Grass Type Spore moves hit it too.
- False Swipe: Why? You will never KO the Shiny when you hit them. Easy.
- Spore: Why? Sleep the Shiny, and you increase the catch chances. Useful for if you want a particular ball for it, plus things that can auto-KO (with moves) are unable to act for a time.
- Gastro Acid: Why? Because, despite Soak being brilliant, it can’t account for Insomnia, Early Bird, and similar abilities.
Forth on Team: Smeargle #3.
This may get boring. Also has Own Tempo though.
The moveset:
- Baton Pass. Why? To get the stat buffs onto Smeargle #1.
- Aqua Ring. Why? Health recovery. And for those opponents that hit like a truck, that being higher level ‘mon, those that cut your HP with dirty tricks, and make Substitute Useless, it can be clutch. Its 1/16 + 1/16 = 1/8 per turn. Never hurts.
- Dragon Dance. Why? Attack and Speed Buff. It can help with KOing. Buff to +6.
- Minimize. Why? Dodging things are good. Also buff to +6.
Fifth on team: Trevenant
Finally a different pokemon. The pokemon has Harvest as its ability, and holds a Leppa Berry, the reason of which will be explained in due course. Why Trevenant? Its typing (Grass/Ghost) is better than other people may use (Alolan Exeggutor (Grass/Dragon)) and its moveset will reflect that.
The moveset:
- Skill Swap. Why? Putting Harvest on the first pokemon you fight. It is half of a tactic called Infinite Chaining. There are a few abilities that Skill Swap doesn’t work on, as a word of advice. Get this from Move Tutors.
- Trick. Why? The other half of the Infinite Chaining game. You give the first pokemon the Leppa Berry it holds. The advantage Trick has over Bestow (which Alolan Exeggutor gets as its pre-evolved form) is that you need not worry about your opponent holding an item. Another Move Tutor Move.
- Thief. Why? You want to potentially get that Leppa Berry back at the end, and KO the Infinite Chainer in the process, right? Unless you have enough Leppa Berries to fill a landfill. This is a TM move.
- Forest’s Curse. Why? It can give Grass typing to a pokemon. Can be useful maybe. Learned from levelling up.
============================
Because it seems people may need this, I am adding this in. Alternate main fighters.
Why do we need this? Have you gone ma-
No, I haven’t. But some things need specialized jobs, and movesets. The things will usually have, as normal, a Leftovers though, unless mentioned.
Suction Cups Cradily There is a reason for this, instead of Dugtrio. Fishing. Suction Cups allows for instant fishing up of things. Which means easier things showing up. You will need to breed in Gen 6, for reasons that will become clear. It holds a Smoke Bomb for the same reason as Dugtrio too. Moveset:
Stealth Rock via Move Tutor mainly, for the same reason its on Dugtrio. Tickle via breeding from Omanyte and Omastar, to reduce Attack (and Defense).
Confide via TM to reduce Special Attack.
Flash via TM from Generation 6 to reduce Accuracy.
Lockdown Smeargle.
Why? Its got the same ability as the normal fighting Smeargle. Its moveset is different though.
- Aerial Ace. As above, so below.
- Skill Swap. Yup. If there is another move you need locked down, swap out for it.
- Imprison. This is a new one. Its for the 4th move.
- This move is the move you want to lock down, being maybe Spite, or Absorb (and its upgrades), etc.
Parasect
This may be a confusing one. Its good for Alolan Geodude hunting, with Damp as its ability.
The moveset.
- False Swipe. You want to get caught out by a grumpy exploding Geodude? Its a TM in this case.
- Spore. Sleeping the Geodude. Learned by Level Up.
- Brick Break. Beating down the Geodude. You will hit regardless. You will need Stealth Rock to make sturdy useless on the opponents. A TM.
- X Scissor. Another damaging move. Level Up too, or TM.
There are other alternate fighters (Lightning Rod A-Marowak, Intimidate Mawile, etc) but it depends what floats your boat.
============================
Now the main 5 and alternates have been explained, onto the 6th members. These are there to give Abilities. I would have more, but there are some I can’t access that would be useful. There are some that are Ultra Sun/Moon exclusive too, which will be pointed out. When brought, these hold a Leftovers. There are also more that can be added, with different abilities, but because of the abilities disadvantage, I don’t use it, or it seems useless. These are the ones I personally use though. FYI *cough*StillNeedaHASpritzee*cough*
How these work. First, research your opponent, find out its moveset, Its call rate, anything that you need to, and work out what is your best 6th member. When the pokemon calls its first ally, move the ability onto the first called with the move provided. Then buff with Smeargle #2, swap to Smeargle #3 with Baton Pass, and Skill Swap the ability off the ally. Then go to town on the allies, attacking with Aerial Ace, using PP restores (usually Leppa Berries of your own) every so often, and using Adrenaline Orbs when no ally is called, and you don’t need PP, until a Shiny shows.
There is a reason I didn’t include Sylveon, which is that the Ability Cute Charm. And the reason is, while its possibly useful, it doesn’t work when you Skill Swap it for SOSing. I know this from experience.
Stantler
Ability is Intimidate. Why? Its an essential for hunting things that have a low call rate (Turtonator, Absol, Tauros as examples) because it doubles the rate of SOS calls without any disadvantages. Of which there are 2 other similar abilities, Pressure, with the disadvantage of doubling PP usage of the opponent (meaning they run out faster), and Unnerve, with the disadvantage of stopping Berry Usage (meaning Infinite Chaining would fall apart).
- Has Skill Swap as a Move Tutor move.
Grumpig #1
Ability is Own Tempo, which stops confusion. Which means less hitting of oneself. Better than using an Ability Capsule on Smeargle (which is expensive).
- Has Skill Swap as an Egg Move from Sylveon, or as a Move Tutor Move.
Grumpig #2
Ability is Thick Fat, which halves Damage from Fire and Ice Type Attacks. Its cool.
- The source of Skill Swap is the same as Grumpig #1.
Dusclops
Ability is Pressure. I explained how Pressure isn’t brilliant.
- Has Skill Swap as an Egg Move from Solosis and its evolutionary line, or as a Move Tutor Move.
Pangoro #1
Ability is Scrappy. This could be useful if you are haunted by Ghosts.
- Has Entrainment as a Move from levelling up.
Pangoro #2
Ability is Mold Breaker. Its useful if you have something that has a trolly ability, like Mimikyu’s disguise, Sturdy, etc, though with Stealth Rocks, it can be moot. It also can beat Shell Armor, Fur Coat, and Queenly Majesty. I’ve never used it, because it doesn’t fit anything.
- The source of Entrainment is the same as Pangoro #1.
Ability is Limber. It can stop you getting Paralyzed, which can make things difficult cause of lost turns.
- Has Entrainment as an Egg Move from Buneary or Pancham and its evolutionary lines.
Carbink #1
Ability is Clear Body. It works if you are hit with a lot of moves that mess with your stats. Its a clearly useful ability.
- Has Skill Swap as a Move from levelling up.
Carbink #2
Ability is Sturdy. Its useful if the enemy can do damage that 1-hits.
- The source of Skill Swap is the same as Carbink #1
Chimecho
Ability is Levitate. Makes you Immune to Ground Attacks. Has floaty use.
- Has Skill Swap as an Egg Move from Solosis and its evolutionary line, or as a Move Tutor Move.
Sigiliph #1
Ability is Magic Guard. Stops Indirect Damage. Can have use with tricks.
- Has Skill Swap as a Move Tutor move.
Sigiliph #2
Ability is Wonder Skin. Halves the accuracy of Status moves. Some use.
- The source of Skill Swap is the same as Sigiliph #1.
Mr. Mime #1
Ability is Soundproof. Stops sound based moves from affecting the pokemon. This includes Roar etc.
- Has Skill Swap as a Move Tutor move.
Mr. Mime #2
Ability is Filter. Reduces Damage from Super-Effective moves by 1/4 , which could be useful.
- The source of Skill Swap is the same as Mr. Mime #1.
Jynx #1
Ability is Oblivious. Can stop Infatuation and similar things. Lovely.
- Has Skill Swap as a Move Tutor move.
Jynx #2
Ability is Forewarn. Warns about strongest move.
- The source of Skill Swap is the same as Jynx #1
Reuniclus
Ability is Overcoat. Protects from Sandstorm, Hailstorm, Powder and Spore Moves, and Effect Spore.
- Has Skill Swap as a Move from levelling up.
Pyroar
Ability is Moxie. Increases Attack if you defeat a pokemon. Could be useful as you rapidly KO things, or if you have something that likes to lower attack, as a counter.
- Has Entrainment as an Egg Move from Dedenne or Pancham and its evolutionary line.
Octillery #1
Ability is Sniper. Increases the damage of Criticals. Could be useful if you crit a lot.
- Has Entrainment as an Egg Move from Dewpider and its evolutionary line.
Octillery #2
Ability is Suction Cups. Stops automatic switch out moves affecting you. Not sucky at all.
- The source of Entrainment is the same as Octillery #1.
Remoraid
Ability is Hustle. Increases the Attack of physical moves. Useful, and works well with Aerial Ace.
- The source of Entrainment is the same as Octillery #1
Araquanid
Ability is Water Bubble. Halves the damage from Fire Type Attacks, Doubles Damage of Water Type Attacks, and gives immunity to burn. Hot if Scald is involved.
- Has Entrainment as a Move from levelling up.
Swoobat
Ability is Unaware. Makes Stat Changes be ignored. Useful if you want something uninterested.
- Has Skill Swap as a Move Tutor move.
Girafarig #1
Ability is Inner Focus. Prevents Flinching. Has uses from hitters.
- Has Skill Swap as an Egg Move from Sylveon, or as a Move Tutor Move.
Girafarig #2
Ability is Early Bird. Speeds waking up when asleep. If you want less sleep lost, use Insomnia Instead.
- The source of Skill Swap is the same as Girafarig #1.
Banette #1
Ability is Frisk. Lets you check the items on opponents. Useful for pocket checks.
- Has Skill Swap as a Move Tutor move.
Banette #2
Ability is Insomnia. Prevents Sleeping. Very Useful for working all night.
- The source of Skill Swap is the same as Banette #1.
Butterfree
Ability is Compound Eyes. Increases the rate that Items are held on opponents. Situationally Useful for pocket fills.
- Has Skill Swap as a Move Tutor move.
Meowstic
Ability is Infiltrator. Lets you bypass Barrier Moves. Very Useful if you want to fight over the wall.
- Has Skill Swap as an Ultra Sun and Moon ONLY Move Tutor move.
Beheeyem
Ability is Analytic. It increases the Damage done if the pokemon acts after others. Can be useful if you are slow.
- Has Skill Swap as an Egg Move from Abra, Drowzee, Gothita, and Elgyem evolutionary lines, Mr. Mime, and Spinda, all from a previous generation, or as a Move Tutor Move.
Pallosand
Ability is Water Compaction. It raises defense when hit by Water Type Attacks. Useful if you want to sand up for yourself.
- Has Skill Swap as an Ultra Sun and Moon ONLY Move Tutor move.