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Slurpuff is the Best Mega Kangaskhan Counter: A Tiny Tournament Team Showcase

Tiny Tour is a pretty neat meta game where only Pokemonmon </=1 meter tall are allowed. It's a battle spot tournament that is currently live, and I basically just made a team because it's neat to use some things that don't really see the light of day otherwise. With that in mind while I was testing with some Azumarill/Porygon-Z set up squads I realized that Slurpuff was legal, I found that in this slightly weaker meta it actually can be a force to be reckoned with. At the time of my writing I'm 11-3.

Sorry Pokemon, but Saturdays are for the boys! Anyways, without further ado, here's the team.

Slurpuff @ Sitrus Berry Ability: Unburden Level: 50 EVs: 52 HP / 252 Atk / 204 Spe Adamant Nature - Belly Drum - Play Rough - Protect - Drain Punch

The star of the show, and essentially what I built the team around. Slurpuff is a super strong Pokemon in Tiny Tournament, able to boost itself up to +6 and double it's speed on the same turn. After a Belly Drum it'll be able to KO damn near anything, and outspeed most stuff. This EV spread is simple, it outspeeds a scarf Chandelure after drumming, since that seemed like a reasonable high end to hit, and has an even HP stat to activate the sitrus right after drumming.

Amoonguss @ Mental Herb Ability: Regenerator EVs: 252 HP / 128 Def / 128 SpD Calm Nature IVs: 0 Atk - Hidden Power [Fire] - Clear Smog - Rage Powder - Spore

Holy shit, who turned up the heat in here? HP Fire amoonguss is fucking flames, and is one of the many ways I have on the team to snipe Kartana, who I anticipated being one of the biggest threats in the format (which it is). Clear Smog isn't just for cheesing Eevee teams (though that is cool) because it also fucks up Belly Drummers (fucking Azumarill). Rage Powder helps me set up with Slurpuff and Spore is for helping to block Trick Room, and putting shit to sleep to buy free turns later.

Sableye @ Wiki Berry Ability: Prankster EVs: 252 HP / 252 Def / 4 SpD Bold Nature - Fake Out - Foul Play - Will-o-wisp - Quash

One of the few Fake Out users in the format, and it gets a lot of good moves. Will-o-wisp helps to cripple physical attackers, foul play deals decent damage against things, and Quash helps me trump every other form of speed control. Although, more and more I really wish I had chose to include Taunt on it over something, but I'm happy with the thing, more or less.

Excadrill @ Groundium Z Ability: Mold Breaker EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Earthquake - Drill Run - Protect - Iron Head

Originally this had Swords Dance but I rarely found places to use it. There's probably a better move than going double ground, but whatever, both have their own individual uses and since I can still bop levitators I'm not too worried about it. Z-Ground blows up Torkoal which is important, and ground attacks nuke Rotom thanks to Mold Breaker while Iron Head shits fury on Mimikyu as long as it's not Jolly and outspeeds, which most I have faced aren't.

Honchkrow @ Life Orb Ability: Moxie EVs: 252 Atk / 4 SpD / 252 Spe Adamant Nature - Brave Bird - Sucker Punch - Tailwind - Heatwave

Tailwind support on an offensive mon. When I get a chance to set Tailwind then Honchkrow can destroy lives, especially if moxie starts going. Heatwave is for sniping Kartana which is hella meme-y, Sucker helps against Scarf Chandelure, and Brave Bird KOs Amoonguss and is just a strong STAB option. This thing next to Excadrill is some next level shit, let me tell you.

Rotom-Wash @ Choice Scarf Ability: Levitate EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk - Volt Switch - Hydro Pump - Trick - Thunderbolt

Thrown on last minute as an extra means of beating Chandelure (fuck that thing) and trick being pretty sick against basically every support mon. Volt Switch lets me deal damage and gain momentum, and the other moves are standard STABs. Can deal a heap to a Kartana too thanks to Kartana's shitty special defense.