Base Stats: 70 HP, 55 Atk, 55 Def, 80 Sp.Atk, 60 Sp.Def, 45 Speed
Ability: Static, Plus (hidden)
Usable moves: Agility, Body Slam, Brick Break, Cotton Guard, Discharge, Double-Edge, Façade, Fire Punch, Frustration, Heal Bell, Hidden Power (Fire, Ice), Light Screen, Power Gem, Power-Up Punch, Protect, Reflect, Rest, Return, Seismic Toss, Signal Beam, Substitute, Thunder, Thunder Punch, Thunder Wave, Thunderbolt, Toxic, Volt Switch, Wild Charge
Silver lining, silver lining, silver lining…
Flaaffy hardly stands out as an Electric-type, but it has an interesting combination of moves in Volt Switch and Seismic Toss. The former allows it to keep up momentum, while the latter lets it deal consistent damage in spite of its nearly nonexistent offensive presence. Flaaffy also has a neat ability in Static, which may paralyze an opposing Pokémon on contact, so think twice before trying to Knock Off its Eviolite or using some other common contact move like U-turn or Rapid Spin.
Sadly, Flaaffy has poor stats in general, is weak to Earthquake (which is not a contact move), and is subjectively outclassed by Electabuzz, which has much better stats (although with slightly worse physical bulk) and a much greater movepool. I guess Flaaffy is better in Trick Room? That’s pretty much all I can think of to justify its use (never mind playing the “for fun” card).
Flaaffy @ Eviolite
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Atk
– Volt Switch
– Seismic Toss
This is the best set Flaaffy can run, utilizing its 70/55/60 bulk with Eviolite (which is effectively 70/105/99 with this build) to pivot with Volt Switch, deal consistent damage with Seismic Toss, and spread status with Toxic (and maybe Static). Its only form of recovery is Rest, so it is highly, highly advised to carry Heal Bell support with this set. EVs are fully physically defensive to take full advantage of Static, and its Attack IV is 0 to reduce damage from confusion and Foul Play.
Flaaffy has access to the legendary Cotton Guard, through which it can go fully specially defensive and be able to take on physical attackers if it sets up. However, that is a big “if,” considering Flaaffy’s poor stats, and critical hits are always possible. (On the bright side, nothing commonly runs Storm Throw in NU.) Also, no matter how specially defensive it is, it has a problem dealing with offensive Claydol.
252+ SpA Soft Sand Claydol Earth Power vs. 252 HP / 252+ SpD Eviolite Flaaffy: 170-204 (49.4 – 59.3%) — 99.6% chance to 2HKO
Furthermore, if it ran Cotton Guard, it would have to lose out on Volt Switch, giving up its ability to keep up momentum and ease prediction. Keep in mind, however, that even the strongest Ground-type attacker has a hard time breaking through a +6 Defense Flaaffy.
252+ Atk Thick Club Marowak Bonemerang (2 hits) vs. +6 252 HP / 4 Def Eviolite Flaaffy: 144-172 (41.8 – 50%) — approx. 0.4% chance to 2HKO
In terms of other utility options, it has Heal Bell and dual screens, but four moveslot syndrome makes Heal Bell difficult to slap on a set, and it can’t simply give up its Eviolite in favor of Light Clay, meaning if it ran dual screens, they would have to last 5 turns, or Flaaffy would lose some important bulk.
It can also run Sleep Talk to not require Heal Bell support and to serve as a sleep absorber, but this option is an inconvenience with Toxic, its only method of touching Golurk and Shedinja. Plus, each of its other moves (Volt Switch and Seismic Toss) has an immunity, and moves with immunities are risky with Sleep Talk.
At any rate, the most damage you’re going to be doing with this half-naked sheep is through Seismic Toss and Toxic.
http://pastebin.com/xS3ib57p – It’s an odd team, but it works.
This team contains:
- Flaaffy (set above)
- Xatu for Magic Bounce and coming in on Earthquakes (and a VoltTurn core with Flaaffy)
- Audino (Mega) for walling and Heal Bell/Wish support
- Mesprit for Stealth Rock and Healing Wish
- Hitmonchan for hazard control and Fighting offense
- Lilligant for destroying Ground-types and sweeping in general