On Wiki Spoiler Surprise! == General == *Fantastic Dark/Fighting typing leaves it walled by practically nothing. Heracross is the only thing that resists both STABs. *Ironically though, in a tier full of Fighting-types, the slow and bumbling Scrafty finds itself checked by its own type. *Surprisingly bulky, meaning it can take almost any neutral hit and come out fighting. It's a little underpowered, and held back by its weird base 58 Speed, though. *Three highly useful abilities, all of which are at least semi-unique for a Fighting-type. *An almost never-ending movepool means that Scrafty will keep you on your toes. You don't wanna meet this little guy in a dark Castelia alley, that's for sure. *Lastly, it faces a lot of competition for a team slot, what with UU being overrun with Fighting-types that are both immediately faster and more powerful. Therefore, this badass ghetto lizard has to stick to its strengths if it wants to stick out. == Offensive Dragon Dance == Scrafty @ Life Orb Ability: Moxie EVs: 252 Atk / 4 SDef / 252 Spd Jolly (+Spd, -SAtk) or Adamant (+Atk, -SAtk) nature -Dragon Dance -Hi Jump Kick -Crunch -Ice Punch / Fire Punch / Drain Punch *Being a lizard means being a reptile, and being a reptile somehow gives Scrafty here Dragon-type privileges, and thus means it can have Dragon Dance. It relishes having Dragon Dance in its movepool, as it can improve its otherwise sub-standard base 58 Speed from 236 (when Jolly) to a threatening 354 instantly, outpacing positive natured Tornadus, and thus most of the unboosted metagame. The Adamant nature can be used if you want more power, but you'll then only outrun neutral Tornadus (who is basically never seen), positive natured base 95s and similar. This is rarely a worthwhile sacrifice. *Once you've gotten a boost, Scrafty is free to unleash its mighty Hi Jump Kick, which severely hurts coming from a Life Orb, Dragon Dance boosted base 90 Attack. Remaining wary of Ghost-type switch ins such as Chandelure or Sableye, it'll hurt practically anything that doesn't resist it. *Crunch is the secondary STAB in slot 3, complementing Hi Jump Kick nearly perfectly by acting as a decently powerful, reliable STAB to contrast with Hi Jump Kick's 'hi risk, hi reward' nature. Crunch is most importantly used to hit those aforementioned Ghost-types, although Psychic-types like Claydol also get mauled by it, and literally everything that resists Hi Jump Kick except for Heracross gets hit for neutral by it, so there's little, if any, reason not to use it. *Lastly in slot 4, we have three punching moves. Ice Punch is the most recommended of the three, as it hits things like Flygon for serious damage, easily OHKOing it. Fire Punch on the other hand is Scrafty's best reliable weapon against Heracross, hitting it as hard as a neutral Head Smash, but actually being guaranteed to hit, seeing as it's 100% accurate. *Lastly, if you don't need an element punch, Drain Punch can be used in slot 4 for a backup Fighting STAB. Sometimes you can't afford to miss. Other times you're too low on HP to continue sweeping. And then there's the times when you just don't know what's coming in next. All of these times are good opportunities for Drain Punch, seeing as it hits hard, always hits, and - as a bonus - restores Scrafty's HP every time it hits, thus offsetting Life Orb recoil and increasing Scrafty's longevity. *The EVs are simple, as Scrafty is a simple pokemon; Max Speed to outrun as much as possible, Max Attack to hit as hard as possible, and the remaining 4 EVs go into Special Defense so that Porygon2 and Porygon-Z don't gain a Special Attack boost, should they be stupid enough to try and take on a Scrafty. *The Life Orb is the only listed item on this set as it gives Scrafty's power a much needed boost. It'll have trouble sweeping by relying solely on its base 90 Attack. While it isn't bad, it's nothing special either. *Moxie is what makes Scrafty such a threatening sweeper. Every time it gets a kill, it does a victory dance on their grave and thus gets an Attack boost, making it more and more dangerous each time it kills. After that, the effect snowballs, and it's extremely difficult to stop once it gets started. Its bulk even lets it survive move priority hits, only adding to the effect. *Lastly, there are a few alternate options for this set. Head Smash gets a mention, in spite of its awful recoil and accuracy, as it has great super effective coverage alongside Hi Jump Kick, and even without a boost, it'll OHKO Crobat - a fairly common switch in - after Stealth Rock damage. Substitute can be used in the final slot as well, as that lets Scrafty avoid crippling status. Lastly, different item choices are viable, such as the Leftovers for increased longevity, and the Lum Berry for the ability to set up on status. All have their uses, but all are arguably less effective than the given set. == Bulk Up == Scrafty @ Leftovers / Rocky Helmet Ability: Shed Skin EVs: 252 HP / 4 Def / 252 SDef Careful (+SDef, -SAtk) nature -Bulk Up -Rest -Drain Punch -Crunch / Dragon Tail *People forget just how bulky Scrafty is. With the given set, barely any special attack will even scratch it, and more or less everything that doesn't have a super effective move to use against it can be considered setup bait, pretty much. *With max Special bulk, this Scrafty set aims to fit in as many Bulk Up boosts as it can before attempting a sweep. In spite of its Fighting weakness in a tier riddled with Fighting-types, it can still find plenty of time to do so against a wall such as Umbreon or Blissey, not even caring much about status due to its ability, Shed Skin. *The Leftovers are the primary hold item this time, to optimise its longevity, but the Rocky Helmet also has its uses for wearing down physical attackers. After a Bulk Up or two, barely any physical attack will harm it either, making it almost ideal. *Bulk Up is the staple move of the set, being the main reason for its existence. Rest is equally important, as Scrafty is one of the few pokemon who can (somewhat!) reliably use it due to Shed Skin having a 33% chance of waking it up. This potentially means it can use Rest and then wake up immediately, even without a Chesto Berry, and can thus put a lot of pressure on the opposing team. *Drain Punch is the set's most recommended STAB option, seeing as it's a decently powerful attack with no drawbacks (aside from middling PP) and free HP recovery. *Crunch is listed again for its great neutral coverage alongside the alternate STAB, but Dragon Tail also gets a worthy mention here as it can phaze out opposing set up abusers, meaning that Scrafty will almost definitely win any set up wars. It comes with the downside of losing to Slowbro (even a +6 Drain Punch will not scare it), but otherwise it's a highly recommended choice. Note that Payback can be used in Crunch's place, due to Scrafty's poor Speed letting it go last in most situations. This won't help it much against Slowbro either, however. == Pure Lazy == Scrafty @ Rocky Helmet / Leftovers Ability: Intimidate EVs: 252 HP / 252 Def / 4 SDef Impish nature (+Def, -SAtk) -Rest -Sleep Talk -Dragon Tail -Drain Punch / Crunch *While seemingly indifferent from the previous set at first, this set plays almost exclusively to the tactic of wearing down physical attackers, with Intimidate reducing their Attack stat, the Rocky Helmet chipping further into their HP, and Dragon Tail to simply phaze them out again. It makes for an extremely annoying set to face. *This set goes fully physically defensive to best capitalise on Intimidate, to the point of all but preventing a 3HKO from Choice Band Flygon's Outrage (if Scrafty is holding the Leftovers). *Rest keeps Scrafty healthy, while Sleep Talk stops it from becoming set up bait, due to this set's lack of Shed Skin. *Dragon Tail phazes things, and works best with hazard support. Qwilfish makes a great partner as it has great type synergy with Scrafty, has both types of Spikes in its movepool, and also has Intimidate to further cripple physical attackers, meaning the two can simply bounce off of each other. Specially defensive Claydol is another good partner, with its near immunity to stall and access to both Rapid Spin and Stealth Rock helping Scrafty's cause. *Finally, Drain Punch is listed again for a solid STAB option, and can be used to keep Scrafty healthy while also boasting great neutral coverage alongside Dragon Tail, and Crunch also makes a repeat appearance, acting as Scrafty's secondary STAB option and best means of threatening Slowbro. *The Rocky Helmet is actually recommended over the Leftovers this time, as it optimises the ghetto lizard's ability to wear down physical attackers. Seeing as the vast majority of physical moves in the tier are contact, Scrafty will have no trouble bringing the hurt. It also makes a change from its hoodie. Those things do need to be washed sometimes, y'know... == Bulky Choice Band == Scrafty (M) @ Choice Band Ability: Intimidate EVs: 252 HP / 252 Atk / 4 SDef Adamant Nature (+Atk, -SAtk) - Hi-Jump Kick - Crunch - Zen Headbutt - Ice Punch / Focus Punch *A Choice Band set may seem a little unorthodox on Scrafty, with its base 90 power being far from staggering, and the fact that there are much stronger Fighting-types in UU, with Mienshao and Heracross being two prime mentions. *However, Scrafty differs itself from these two with its natural bulk and access to Intimidate, which only improves that bulk. It can easily force a switch by crippling something's Attack with Intimidate and then - with prediction - destroy whatever comes in with a shockingly strong attack. *Hi Jump Kick and Crunch are both common appearances on Scrafty, being its most powerful, reliable STAB attacks. *Zen Headbutt in slot 3 is an unusual mention, however. Seeing as Scrafty faces a lot of competition from other Fighting-types, many of whom will be tempted to switch into it and start something, it only adds to the surprise value when they're mauled by a powerful Zen Headbutt. It also hits the notorious Crobat, a pokemon who would generally be able to switch into Scrafty with little fear. *Ice Punch in slot 4 is for the tier's various Dragon-types such as Flygon as well as Gliscor, another annoyance for Scrafty. Focus Punch on the other hand is amazingly useful on this set, as - in tandem with Intimidate's ability to force switches - Scrafty can find many opportunities to safely throw an obnoxiously powerful Focus Punch around, 2HKOing literally everything in the tier that doesn't resist it. *The EVs are fairly simple on this set, however this time Scrafty is built more like a tank than something geared solely to defend on one side. The HP and Attack are maxed out, while 4 Special Defense EVs prevent Porygon2 and Porygon-Z from getting Download boosts. == Other Options == *As previously stated, Scrafty has a pretty incredible physical movepool, with other gems such as Dragon Claw, Dual Chop, ThunderPunch, Zen Headbutt and even Foul Play being worthy mentions. *SubPunching is perfectly viable with Scrafty, seeing as it is one of few pokemon that learns the move naturally, and that it has the bulk to do so. However, it's hardly unique in the Fighting-type infested tier of UU, and thus doesn't get a main listing. *Fake Out is in Scrafty's movepool, but that's probably better left to Mienshao. Protect can be used for scouting out the opponent's moves, especially the aforementioned Mienshao and its deadly Hi Jump Kick. It has some weird support moves like Knock Off and Super Fang available to it, but won't find much use for them. *Bulkier Dragon Dance sets can be attempted, but with all the Fighting-types there are in UU, Scrafty can't risk not outrunning. Likewise, Choice sets can be attempted, but between Reckless Mienshao and Moxie Heracross, Choice Scrafty has no real chance at being viable. *Rain Dance, Sunny Day, Taunt, Toxic and Roar are some support options worth mentioning. Taunt could see some use on a Dragon Dance set to stop the opponent from attempting to phaze Scrafty, but that's about it. Torment's also worth mentioning, as Scrafty has but two weaknesses, neither of which are common on the same set, and thus can be exploited with Torment. == Checks and Counters == *As Scrafty practically always relies on a set up move for a chance at sweeping, preventing that from happening is usually the first port of call. Tricking Scrafty a choice item will render it useless almost immediately, unless it gets cocky and attacks the item Tricker, which just may lead to an unlucky Moxie sweep. *Fast Taunters such as Prankster Sableye can also stop Scrafty from setting up, as well as burn it with Will-o-Wisp, making it a fairly solid answer. Unless Sableye has Night Shade though, it'll have trouble bringing Scrafty down, especially Shed Skin variants. Prankster Whimsicott can Encore Scrafty into whatever setup move it's using, and have something else take advantage of it (or phaze it out), but if they're not quick, they might just end up getting killed. *Gligar is absurdly bulky on the physical side, and can wall practically any set without Ice Punch. However, unless it has Taunt (not all do), sets with Shed Skin can set up on it fairly easily, and eventually overpower it. Defensive Suicune can phaze Scrafty out with Roar after ONE Dragon Dance boost, likely sustaining heavy damage in the process, but any more than that and it's asking for trouble. *If all else fails, fast and powerful Fighting-types are reliable means of taking Scrafty out. Dragon Dance Scrafty requires fast Fighting-types (with Choice Scarves), while Bulk Up and ResTalk Scrafty require powerful ones (with Choice Bands). Heracross is generally considered the best option for this, seeing as it has the best balance of power, bulk and Speed among UU's Fighting-types, with Mienshao having all the bulk of a tissue, Machamp being even slower than Scrafty, Cobalion dying to an opposing Fighting STAB and Virizion being too frail to risk coming in. Any of them except Machamp will work in a pinch though. Intimidate Hitmontop can soften its blows and strike back with a Close Combat for heavy damage, while Technician Hitmontop can revenge kill the Dragon Dance variants with a powerful Mach Punch.