← Field ManualHard Counters
Threat
Game Keep out
GenlockeWhat is a Genlocke?

A Nuzlocke that keeps going. On top of the usual rules:

  • One egg move each, chosen.
  • The team comes with you. Beat the Elite Four and the same six carry into the next game, restarting at level 5 as their base forms.

Plus the usual Nuzlocke rules:

  • A level cap at every gym.
  • Only the first Pokémon you meet on each route.
  • Faint = dead. Permanently.
  • Set mode — no free switch after a KO.
  • No items in battle.
· five games · one team · no deaths

Hard Counter Lookup

You just met something — who leaves, and who goes in.

Companion to the Genlocke Field Manual, for a run where one team of six is carried through LeafGreen, SoulSilver, Emerald, Platinum and Black/White — and none of them may ever faint.

This is a lookup, not a read. Search the species you are staring at, or tap a threat tag to see every bomber, every one-hit-KO user, everything that traps you. Each card shows the same six slots in the same order: red means keep that one out, green means send it, dark green is the answer, and a dark red slot cannot leave once it is in.

This page names Pokémon, so it spoils what you will meet. The Field Manual is the spoiler-free half. No trainer names and no boss rosters either way.

No row for that. Search the type instead: Electric · Fighting · Dark · Bomber · Psychic · Ice · Fire · Ground. Two types? Try each stage name — rows list every stage of a family.

v19, 2026-09-20 — Alakazam replaces Gengar. A companion to the Genlocke Field Manual, for a run where one team of six is carried through five games and none of them may ever faint.

This page is the lookup: you just met something — which of your six leaves, and who replaces them. Search the species, or tap a threat tag. It is not meant to be read front to back.

It does name Pokémon, so it spoils what you will meet. The Field Manual is the spoiler-free half. No trainer names and no boss rosters — the blind run stays blind.

Every instruction here is about which of YOUR six is on the field. None of it ever means avoid the fight, skip the trainer or leave the building. You always fight. The only question this page answers is who is standing there when you do.
Not found? Search the type instead: Electric · Fighting · Dark · Bomber · Psychic · Ice · Fire · Ground. If it has two types, find its species row — the archetype rows are for single types.

A game tag means you can meet it there (wild or on a trainer), not that you can catch it. Hidden abilities do not exist in normal Gen 4–5 play; a hidden-only threat is not a threat.

Codes SNOR Snorlax · MAGN Magneton · LAPR Lapras · VENU Venusaur · GYAR Gyarados · ALAK Alakazam Games LG · SS · EM · PT · BW · BW-post (Black/White after the League) · (B)/(W) version-locked

Every card shows the same six slots, in the same order — SNOR MAGN LAPR VENU GYAR ALAK. You are not reading a list, you are checking a position. Two things are encoded, and they are deliberately kept on separate channels:

Colour is the whole legend. Darker means "more so" — the same way conditional formatting works in a spreadsheet.

What you seeWhat it means
Dark greenSend this one. Safe and it can hurt the thing. The primary answer.
Light greenSafe — it resists or is immune — but it is a fallback, not the answer.
GreyNothing much happens either way. Fine in, fine out, not useful.
Light redKeep it out. It can die here.
Dark redKeep it out, and it cannot leave once it is in. The species carries a trapping move, or it carries Pursuit and this one cannot afford the toll.

A light green slot means "fine, but it cannot do damage" — a real category, not an omission. A mode badge appears next to the name only when the default (send the dark green, switch freely) does not apply:

ModeWhat changes
STUCK IF INIf a red-slot Pokémon is already on the field, it stays — this species punishes the switch itself. Applies to the red slots only.
STATUS ONLYAttacking is what kills you. Status or passive damage only. Applies to whoever is in, not to a particular slot.
NO SPECIALSPhysical moves only. Applies to whoever is in.
ONE TURNGo in if you must, leave within a turn. Applies to the red slots.
IF UNDER 40 HPThe red slots are red only while they are at or below 40 current HP. Fixed damage — heal and they are all safe.

Tags NO EXIT a trapping move/ability, or Pursuit by level-up — checked per row, never assumed from the Dark type · ROCK carries Rock Slide/Stone Edge — see Trap 1 · BOMB · OHKO · PRIORITY · MOLD your ability is off · SLEEP · FREEZE · STURDY · BULK FAILS fixed damage or crits 🔴 dies this turn · 🟡 dies if you stay · ⚪ costs turns, not lives


The rule every row obeys

A switch-in is chosen against the threat's COVERAGE, not its type. A Dark type with Thunder Fang kills Gyarados. A Fighting type with Dark Pulse kills Alakazam. A Ground type with Rock Slide kills both. "Resists its STAB" is not "safe". Every IN cell below was checked against that species' real movepool.


Sorted by severity, then name. KEEP OUT and SEND are codes; everything else is in Watch for.

How the bomber data was checked (v14). The roster is built from structured PokéAPI learnset, move and encounter JSON by Scripts/fetch_exploders.py and Scripts/bomber_full.py — no prose summaries anywhere in the chain. That matters: an earlier version of this page claimed these categories were "checked complete" on the strength of Bulbapedia move pages read through a summariser, and the summariser was silently truncating long tables to about ten rows. It missed two thirds of the exploders, including Drifloon, Solrock, Ferrothorn and the whole Roggenrola line. Anything sourced that way has been re-derived. Categories still checked only the old way — Mean Look, Spore, the OHKO moves, Perish Song, Destiny Bond — should be treated as probably complete, not verified.

Legendaries are deliberately absent. They are scripted one-off fights you enter with a fresh save and full preparation — the opposite of the mid-route lookup this page is for — and listing them would spoil where they appear.

Harmless-looking Normal types that carry Dark moves. Nothing on the team is immune to Normal any more, and for ALAK a Bite is 2×. Before he stays in against anything Normal, assume Bite, Pursuit or Sucker Punch until the fight proves otherwise: Rattata/Raticate (five Dark moves, own row), Sentret/Furret (Sucker Punch 31/36), Meowth/Persian (Bite, Night Slash), Zigzagoon/Linoone, Sudowoodo (Sucker Punch), Ursaring, Stoutland, Watchog, Bouffalant. Only Raticate and Furret punish the switch itself; the rest just hit him.

Version-locked in Black/White: Heracross and Houndour are Black-side; Pinsir, Misdreavus, Paras, Machop, Rhyhorn, Aron, Gastly, Magnemite, Chansey, Seedot, Corphish and Trapinch are White-side, mostly via White Forest.

Not wild-catchable in Emerald despite being Kanto staples: Diglett, Dugtrio, Paras, Parasect, Mankey, Primeape, Onix, Steelix, Scyther, Chansey. A trainer may still field one.


Bombers — the complete picture

Every level-up exploder, in every game, at the level it gains the bomb: 89 species-game encounters, 25 species. Generated by Scripts/bomber_full.py from structured data, and modelling the Gen 3–4 Defence halving, crits at ×2, Lapras's Shell Armor (she cannot be critically hit), and the real four-move window a wild Pokémon actually knows.

PhaseEncountersIt never gets a turnA crit-safe body existsUnsolved
Early/mid, lv1–295128194
Mid/late, lv30–44161060
Late, lv45+22859
Total8946 (52%)30 (34%)13 (15%)

Across the 67 early and mid encounters the only gap is a trainer's Forretress (the four early "unsolved" are its Self-Destruct, known from level 1 — see its row). Twenty-two of the 89 never get a turn because ALAK outspeeds and one-shots them: the Koffing and Weezing lines in every game, Geodude, Seedot and Trubbish.

The protocol, in order

1. Can someone outspeed and guarantee the kill? Then nothing else matters — it never acts. This covers the entire Geodude line (LAPR and VENU are both 4× on Rock/Ground). 2. Otherwise put LAPR in. Crit-safe in 66 of 89, because Shell Armor means she cannot be critically hit at all — "survives a crit" collapses into "survives a normal hit," on 130 base HP. 3. ALAK for the Poison bombers only — Koffing, Weezing, Trubbish, Garbodor. He outspeeds them and Psychic one-shots them before they move. Against anything else that explodes he is never on the field. 4. MAGN for the Bug/Steel bombers — Steel halves the Normal blast. Never in a cave: Ground is 4× on him and Electric does nothing to Rock/Ground. 5. SNOR never eats a bomb. 135 HP on 40 Defence, halved in Gens 3–4. A lv19 Koffing's Self-Destruct is 114% of Munchlax. He is the worst bomb body you own, not the best.

Who is crit-safe, by phase

early/midmid/latelate
LAPR371613
MAGN8127
SNOR944
GYAR323
VENU—42

ALAK is never in this table and never will be — 55 HP, no immunity, and every bomb is a crit-kill on him. His entry in the bomber story is the row above the table: the ones that never get a turn.

The four with no crit-safe body

SpeciesGamesLevelWhat to actually do
SolrockLG EM SS PT49–56No clean answer. GYAR leads: Intimidate cuts its blast by a third, and two Waterfalls kill it. ALAK's Psychic is ½ on it. Wild in three games — Repel past it.
DrifblimSS PT51MAGN one-shots it but moves second. GYAR outspeeds and two-shots. Manageable, not clean.
SkuntankSS PT52No answer. Only ALAK outspeeds it and Psychic does nothing to a Dark body; Flamethrower kills MAGN. Trainer-only — full HP on GYAR or LAPR and accept the blast.
GigalithBW55Trainer only, so you see it coming. MAGN at full HP, two turns.

In Black/White the bomb no longer halves Defence, which is why the BW Solrock, Drifblim and Skuntank are not in this table.

Six of those nine instances are trainer-only; the three wild ones are Solrock in Emerald, SoulSilver and Platinum. And these are not 6% crit risks: a lv49 Solrock's Explosion is 121% of Lapras with no crit at all. The rule for all four is never let them detonate, not pick a sponge.

What does not explode

Verified from structured learnset data, not memory:

Two things typing does not cover

Aftermath (Drifloon line) fires on a contact KO — finish those with Thunderbolt, Surf or Psychic rather than a contact move. Destiny Bond takes your Pokémon with it regardless of typing.


Where the team is thin

Scripts/team_gaps.py runs all 649 Gen 1–5 species against the six by STAB typing, abilities included. 71 species have no body that resists both their STABs. Most of those still have four or five neutral bodies with real bulk behind them, which is why they are not on the index. The ones worth knowing by shape:

TypingNeutral bodiesWhat actually happens
Fire/RockSNOR, ALAKThe only true two-body gap. SNOR walls it (Thick Fat); LAPR and GYAR hit it 4× but take Rock 2× back.
Rock/GroundSNOR, VENU, ALAKFive of six hit it 2–4× and it is slow: LAPR or VENU deletes it before it moves. See the Geodude and Rhyhorn rows.
Dark/Fighting, Dark/Fire, Poison/Fighting, Ground/Electrictwo or threeEach has its own row (Scrafty, Houndoom, Toxicroak, Stunfisk). One answer each; know it before the fight.
Fire/FlyingSNOR, LAPR, GYAR, ALAKNo resist to both halves, but GYAR halves the Fire and Waterfall is a one- or two-shot. He must be above 60% when it comes out — it outspeeds him and Air Slash flinches. Chipped, LAPR instead: nothing it owns is over 35% of her.
Rock/Water, Ice/Ground, Ground/Flying, Ground/Psychic, Ground/Dark, Ground/Ghost, Grass/GroundfourRows exist for the ones that carry a trap or a bomb. Otherwise VENU (Grass 4× on the Rock/Water and Ground/Rock ones) or LAPR.
Water/Flying, Water/Psychic, Water/Dark, Water/Poison, Poison/Ground, Ground/Dragonfive or sixNothing on the team resists them and nothing on the team is threatened by them. These are grinds, not dangers — SNOR or LAPR and patience. Ground/Dragon: only LAPR and GYAR hit it 2×.
Water/Dragonall sixNobody resists it and nobody hits it super-effectively. The one typing that counters the whole team. LAPR walls it anyway (46% worst case, no crit); see the Kingdra row.

The lesson is not a seventh Pokémon. It is that the six have exactly one job each in these fights, and the HP floor rule (below) is what turns a four-neutral matchup into a safe one.


Standing rules the rows assume


Three traps the table cannot hold

1 · Rock Slide (ROCK). Most Ground types carry Rock Slide or Stone Edge specifically to hit the Flying and Water switch-ins you are about to send. GYAR and LAPR are both 2× Rock. Never send either into a Ground or Rock species until you have seen its moves. Default to SNOR or VENU. Ground immunity is worthless if the move is Rock Slide, and the 30% flinch means the second one lands before you can leave.

2 · Gen 3 has no escape from a trainer-battle trap. A Smoke Ball only ever lets you flee a wild battle — inert against trainers in every generation — and the Shed Shell does not exist before Gen 4. So in LeafGreen and Emerald, being trapped by Mean Look or Arena Trap in a trainer fight is unsurvivable unless you win it. The lead rules are the entire defence there.

3 · Double battles. Emerald has mandatory ones; BW has doubles, triples and rotations, and a few fights pair you with an AI partner you do not control. Party slots 1 and 2 are your pair — set the order before the door. "ALL − LAPR" is unplayable when you must field two.

Default pair: the zone's lead + SNOR. The strongest general pair is GYAR + SNOR — Intimidate drops both opponents' Attack at once, and SNOR's Earthquake passes harmlessly under a Flying partner. Against confirmed bombers, LAPR + GYAR — and she never Surfs beside him.

Your own spread moves hit your partner. LAPR never Surfs in a double. SNOR never quakes beside MAGN (4×). Never MAGN + LAPR (one enemy Electric move hits both). This is the most likely way a careful run kills its own Pokémon.

ALAK is the worst pick here. Two attackers focus the frailest thing you own and he cannot switch away in time. He sits a double out unless both things opposite are ones he one-shots. Set mode still applies — pick the pair for the whole team, not just the first two.


Time-wasters, not threats

The ⚪ rows at the bottom of the index. Nothing dies, but "walk away" is not an option against a trainer — no bag items means no Ethers, and a stall ends in Struggle recoil. Kill them slowly with the strongest neutral hitter.

Start here — by type

Single-typed threats. Two types? Search the species. The edge colour here is about you, not the threat — green means the six cover that type well, amber means your options are thin. The six slots read the same as everywhere else.

Electric type

well covered · 3 in, 2 out
Pikachu, Raichu, Jolteon, Mareep, Ampharos, Electrike, Manectric, Shinx, Luxray, Pachirisu, Zebstrika
SNORMAGNLAPRVENUGYARALAK
out: (4×) · send: (resists)
Ground coverage kills MAGN 4×; Ice coverage kills VENU. Electric/Flying (Emolga, Zapdos): VENU out too.

Fighting type

covered · 3 in, 3 out
Machop, Mankey, Hitmon-, Poliwrath, Medicham, Hariyama, Timburr, Sawk, Throh, Mienfoo
SNORMAGNLAPRVENUGYARALAK
send: (outspeeds everything Fighting; Psychic 2×) (½) (½)
ALAK must kill in one, and usually does: the Hitmons, Machop/Machoke, Primeape, Breloom, Timburr/Conkeldurr, Mienfoo/Mienshao. Not Machamp, Poliwrath, Hariyama or Sturdy Sawk — Reflect first, or send VENU/GYAR. Dark, Bug or Ghost coverage kills him: Lucario, Heracross, Scrafty, Toxicroak and Medicham have rows.

Dark type

covered · 2 in, 1 out
Poochyena, Mightyena, Umbreon, Murkrow, Absol, Sableye, Sneasel, Purrloin, Liepard, Vullaby, Mandibuzz, Deino
SNORMAGNLAPRVENUGYARALAK
send: (resists Dark and Ghost)
ALAK leaves at once — unless the species row says STUCK IF IN. Verified 2026-09-18: only a minority of Dark types learn Pursuit by level and can punish the switch — Umbreon, Murkrow/Honchkrow, Absol, Spiritomb, Purrloin/Liepard, Zorua/Zoroark. The rest — Poochyena/Mightyena, Sneasel/Weavile, Sableye, Houndour/Houndoom, Pawniard/Bisharp, Scraggy/Scrafty, Stunky/Skuntank, Corphish/Crawdaunt, Deino, Vullaby/Mandibuzz — do not. Fire or Electric coverage is common: Houndoom and Krookodile have rows.

Bomber type

covered · 2 in, 4 out
round · mineral · balloon: Geodude, Voltorb, Koffing, Solrock, Pineco, Drifloon, Forretress, Garbodor
SNORMAGNLAPRVENUGYARALAK
LAPR is the bomb answer, and it is not close. Shell Armor means she cannot be critically hit at all, so on 130 base HP she survives bombs that kill everyone else — crit-safe in 66 of 89 encounters. She also one-shots the whole Geodude/Graveler/Golem line (4× Water) before it can act. ALAK has exactly one bomber job: he outspeeds and one-shots the Poison bombers (Koffing, Weezing, Trubbish, Garbodor) before they move — otherwise he is never on the field against a bomb; 55 HP and no immunity. SNOR must never eat a bomb: 135 HP on 40 Defence, and Gens 3–4 halve that — a lv19 Koffing's Self-Destruct is 114% of Munchlax. MAGN takes the Bug/Steel bombers (Steel halves the Normal blast) but never a cave — Ground is 4× and Electric does nothing to Rock/Ground. Full breakdown below.

Psychic type

covered · 2 in, 1 out
Abra, Kadabra, Alakazam, Drowzee, Hypno, Mr. Mime, Natu, Xatu, Ralts, Kirlia, Gardevoir, Chimecho, Munna, Musharna, Solosis
SNORMAGNLAPRVENUGYARALAK
send: (walls specials)
Focus Blast (Gen 4+ TM) hits SNOR and MAGN. ALAK is not the answer: he resists the STAB, but his Psychic is ½ on them and Shadow Ball by TM is 2× on him — send him only at one he one-shots with his own Shadow Ball (Gen 4+). Girafarig's Mirror Coat punishes special attacks.

Ice type

covered · 2 in, 2 out
Seel, Dewgong, Jynx, Swinub, Snorunt, Snover, Vanillite, Cubchoo
SNORMAGNLAPRVENUGYARALAK
send: (Thick Fat)
FREEZE — Thick Fat does not prevent it; only LAPR is immune. Ice/Ground (Swinub line) kills MAGN. Beartic has Aqua Jet priority.

Fire type

well covered · 3 in, 2 out
Growlithe, Arcanine, Vulpix, Ninetales, Ponyta, Rapidash, Magmar, Slugma, Torkoal, Numel, Chimchar, Pansear, Darumaka, Heatmor
SNORMAGNLAPRVENUGYARALAK
send: (Thick Fat) (resists hits back hardest) (neutral crit-proof)
Thunder Fang on Arcanine (lv1, Gen 4+) and Houndoom kills GYAR — never GYAR into a Fire dog, and GYAR leaves the moment any Fire type shows an Electric move (tutor punches exist). Fire/Flying: GYAR is the answer unless it has one. Fire/Ghost (Litwick line) and Fire/Ground (Camerupt) have rows.

Ground type

well covered · 3 in, 1 out
Sandshrew, Sandslash, Nidoking, Nidoqueen, Gligar, Gliscor, Swinub, Piloswine, Golett, Palpitoad
SNORMAGNLAPRVENUGYARALAK
out: (4×) · send: ; only after seeing its moves
ROCK — most carry Rock Slide or Stone Edge for the Flying/Water switch-in. LAPR and GYAR never enter unscouted. Ground/Flying (Gligar): VENU out too. GYAR is the only Ground-immune body on the team.

The index

Amoonguss / Foongus

GRAPOIBW
SNORMAGNLAPRVENUGYARALAK
Spore 100%. Effect Spore on contact.
SLEEP

Archen / Archeops

ROCFLYBW
SNORMAGNLAPRVENUGYARALAK
Earthquake / Dig TM (MAGN 4×). Defeatist halves it under 50%.
BULK FAILS

Bisharp / Pawniard

DARSTEBW
SNORMAGNLAPRVENUGYARALAK
send: + Brick Break
Sucker Punch fails on the turn you switch — it only fires at an attacking target, so it is not a switch-punisher and there is no Pursuit here either. ALAK leaves freely (Psychic does nothing to it anyway). Defiant raises its Attack when GYAR Intimidates — lead something else.
PRIORITY

Breloom / Shroomish

BreloomGRAFIGShroomishGRAEM PT BW (B)
SNORMAGNLAPRVENUGYARALAK
send: + Ice Fang
Spore 100% — Grass does not resist powder until Gen 6, VENU sleeps. ALAK outspeeds it and Psychic is 2× on the Fighting half: a guaranteed one-shot from Psybeam on (107%+ at level parity). Mach Punch is ¼ of him. GYAR's Ice Fang (Gen 4+) is 4× and also outspeeds. Nobody else kills it before it moves.
SLEEPPRIORITY

Camerupt / Numel

FIRGROEM PT BW-post
SNORMAGNLAPRVENUGYARALAK
out: (4×)
Fire/Ground: the Fire row's SNOR is fine, the Ground row's VENU is not. Numel never learns Explosion; Camerupt only by TM, so a wild one cannot bomb you.

Claydol / Baltoy

GROPSYLG SS EM PT BW
SNORMAGNLAPRVENUGYARALAK
Ground/Psychic. LAPR is the only crit-safe body — Shell Armor, and Surf is 2× on the Ground half. SNOR must not take this bomb and MAGN cannot meaningfully damage it. ALAK's Psychic is ½ on it. Self-Destruct at 19–25.
BOMB

Cofagrigus / Yamask

GHOBW
SNORMAGNLAPRVENUGYARALAK
Ghost STAB 2× on ALAK. Mummy replaces the ability of anything that touches it — SNOR loses Thick Fat for the fight. Curse 29, Shadow Ball 39, Mean Look 51 (the trap), Destiny Bond 57.
MOLDNO EXIT

Cryogonal

ICEBW
SNORMAGNLAPRVENUGYARALAK
Sheer Cold lv61.
OHKOFREEZE

Darmanitan / Darumaka

FIRBW
SNORMAGNLAPRVENUGYARALAK
Superpower / Hammer Arm 2× on LAPR. Sheer Force.

Diglett / Dugtrio

GROLG SS PT
SNORMAGNLAPRVENUGYARALAK
out: all grounded
Arena Trap is slot 2 (coin flip). Fissure by level. GYAR is the only body that walks out (Flying). ALAK ties its Speed and Earthquake is 95% of him — he is grounded like everyone else.
NO EXITOHKO

Donphan / Phanpy

GROSS PT BW-post
SNORMAGNLAPRVENUGYARALAK
Rock Slide. Sturdy guaranteed.
ROCKSTURDY

Dratini / Dragonair / Dragonite

DratiniDRADragonairDRADragoniteDRAFLYIF UNDER 40 HPLG SS PT BW-post
SNORMAGNLAPRVENUGYARALAK
send: + Ice Beam
Dragon Rage does exactly 40 damage, lv22 — not a percentage, not affected by type, resistance, Reflect or bulk. Anything sitting on 40 current HP or less dies, and anything above it is completely fine. This is the one card where the red slots are a condition, not a verdict: heal first and every one of them turns safe. Dragonite on a trainer set carries Thunder or Thunderbolt: 54–56% of LAPR at the cap, no crit possible, and her Ice Beam is a guaranteed one-shot back — one Dragonite per full bar, never enter one chipped. A second one in the same fight is SNOR behind a Curse (Thunder 21%, Outrage 60% uncritted); GYAR is 4× to the Thunder and ALAK dies to Outrage.
BULK FAILS

Drifloon / Drifblim

GHOFLYSS PT BW
SNORMAGNLAPRVENUGYARALAK
Ghost/Flying: Shadow Ball and Ominous Wind are 2× on ALAK. Explosion by level (Drifloon 43, Drifblim 51). Drifblim is one of only four bombers with no crit-safe body — MAGN one-shots it but moves second. Destiny Bond and Aftermath both ignore typing.
BOMBNO EXIT

Ekans / Arbok

POILG SS
SNORMAGNLAPRVENUGYARALAK
send: (Poison-immune resists Dark)
Bite from 10, Crunch at 22. You send ALAK into a Poison type because Psychic is 2× — and this one carries Dark: Bite one-shots Abra, and Crunch is 98% of Kadabra if his roll fails. Glare (paralysis, lv12). MAGN is the clean answer.

Electabuzz / Elekid / Electivire

ELELG SS PT
SNORMAGNLAPRVENUGYARALAK
out: (4×)
Earthquake TM (MAGN 4×), Ice Punch tutor (VENU).

Electrode / Voltorb

ELELG SS EM PT BW
SNORMAGNLAPRVENUGYARALAK
Fastest thing in the game — nobody kills it before it acts. LAPR cannot be crit and its worst hit is 61% of her (Electrode) / 44% (Voltorb); SNOR and MAGN also survive Voltorb, nobody else survives Electrode. SonicBoom early. GYAR never (Electric 4×).
BOMBBULK FAILS

Emolga

ELEFLYBW
SNORMAGNLAPRVENUGYARALAK
out: (4×)
Electric/Flying: Acrobatics / Aerial Ace 2× on VENU, 104 speed. Volt Switch pivots for free.

Excadrill / Drilbur

ExcadrillGROSTEDrilburGROBW
SNORMAGNLAPRVENUGYARALAK
Rock Slide lv29. Horn Drill at lv31 — an OHKO move well inside your level range, not the lv62 Fissure you would brace for. Sand Rush doubles its speed in a sandstorm. Mold Breaker is hidden-only.
ROCKOHKO

Ferroseed / Ferrothorn

GRASTEBW
SNORMAGNLAPRVENUGYARALAK
Grass/Steel: resists Normal, Water, Grass, Psychic and Dark, so nothing on the team dents it — LAPR needs three turns, and she and MAGN are the only bodies its Self-Destruct at 38 cannot kill (50% / 72% worst case). Iron Barbs damages you on contact — never hit it with a physical move.
BOMB

Forretress / Pineco

ForretressBUGSTEPinecoBUGSS PT BW-post
SNORMAGNLAPRVENUGYARALAK
send: (Self-Destruct) (Explosion)
Self-Destruct at level 6 on Pineco — the earliest bomb in the run, and Forretress has it at level 1. LAPR takes that one at 95–99% from full and cannot be crit — full HP or not at all. Explosion arrives at 34–36 (Pineco) / 38–42 (Forretress) and kills her; from there MAGN is the only body that survives a non-crit (86%) and a crit kills him — bring GYAR's Intimidate in first and both numbers drop by a third. Bug Bite 2× on ALAK. Sturdy; Spikes.
BOMBSTURDY

Garbodor / Trubbish

POIBW
SNORMAGNLAPRVENUGYARALAK
Explosion lv59 (Trubbish Self-Destruct 34). ALAK outspeeds both and Psychic one-shots them before they move — guaranteed at level parity, thin on Garbodor (102–120%): MAGN if he is under-levelled. MAGN is Poison-immune and Steel halves the blast; LAPR is crit-proof. In BW the bomb no longer halves your Defence — Trubbish's is survivable by all six.
BOMB

Garchomp / Gible / Gabite

DRAGROPT
SNORMAGNLAPRVENUGYARALAK
Sand Veil. Fast. Rock coverage.
ROCK

Gastly / Haunter / Gengar (enemy)

GHOPOILG SS PT BW-post (W)
SNORMAGNLAPRVENUGYARALAK
Mean Look at lv8 — the earliest trap in the game, and the Ghost immunity does not stop it; SNOR walks in and cannot leave. Sucker Punch at lv22: priority Dark — and both its STABs are 2× on ALAK. Destiny Bond 40–50. Focus Blast (Gen 4+) 2× on SNOR.
NO EXITPRIORITY

Geodude / Graveler / Golem

ROCGROLG SS EM PT BW-post
SNORMAGNLAPRVENUGYARALAK
send: (4×)
LAPR one-shots all three and outspeeds them, so the bomb usually never happens — Rock/Ground is 4× Water and they are the slowest things in the game. VENU is the same 4× if she is the one out. MAGN does literally zero (Ground is immune to Electric) while taking Magnitude at 4×. Self-Destruct at 18–21, Rock Throw from 11. Sturdy coin flip.
BOMBROCKSTURDY

Glalie / Snorunt

ICEEM PT
SNORMAGNLAPRVENUGYARALAK
Snorunt never learns Explosion; Glalie only by TM — a wild one cannot bomb you. Ice moves freeze, and Glalie has Sheer Cold late.
BOMBFREEZE

Gligar / Gliscor

GROFLYSS PT
SNORMAGNLAPRVENUGYARALAK
send: + Ice Beam
Ground/Flying with Ice Fang, Thunder Fang, Fire Fang at level 1 and Night Slash lv31: MAGN 4× (Ground), VENU 2× (Flying, Ice Fang), ALAK 2× (Night Slash), GYAR 4× (Thunder Fang). LAPR eats one Thunder Fang and one-shots back with Ice Beam (4×). Stone Edge / Rock Slide by TM.
ROCK

Haxorus / Axew / Fraxure

DRABW
SNORMAGNLAPRVENUGYARALAK
out: after +1 · send: + Ice Beam
Mold Breaker slot 2 — Shell Armor is off, so LAPR can be crit here. Dragon Dance — hit it before it sets up, never after. Dragon Claw is over half of ALAK.
MOLD

Heracross

BUGFIGSS EM PT BW (B)
SNORMAGNLAPRVENUGYARALAK
Megahorn is 2× on ALAK, and Night Slash (Gen 4+) too. His Psychic kills it only on a high roll, and the miss-roll is fatal. Stone Edge TM → GYAR only after scouting.
ROCK

Hippowdon / Hippopotas

GROPT BW-post
SNORMAGNLAPRVENUGYARALAK
Sand Stream chip every turn; Rock coverage.
ROCK

Hitmonchan

FIGLG SS PT BW-post
SNORMAGNLAPRVENUGYARALAK
Not the Fighting archetype — from lv26–36 (by game) it carries Fire Punch, Ice Punch and ThunderPunch, all by level. ThunderPunch is 4× on GYAR; Fire Punch 2× on VENU and MAGN; Ice Punch 2× on VENU and GYAR; the Fighting STAB covers SNOR, MAGN and LAPR. ALAK outspeeds it and Psychic one-shots it on all but the lowest roll (96–114%); if it survives, nothing it owns is over half of him. Mach Punch and Bullet Punch priority from 16 are ¼ and ½ on him.
PRIORITY

Hitmonlee / Hitmontop

FIGLG SS PT BW-post
SNORMAGNLAPRVENUGYARALAK
ALAK outspeeds both and Psychic one-shots either on all but the lowest roll (96–114%). If one survives, Blaze Kick (Gen 4+, high-crit) and Stone Edge are ~60% of him — Reflect first when it is at your level. Mach Punch / Fake Out priority. Blaze Kick is 2× on VENU.
BULK FAILSPRIORITY

Honchkrow / Murkrow

DARFLYSTUCK IF INSS PT BW-post (B)
SNORMAGNLAPRVENUGYARALAK
Pursuit by level — confirmed, so the switch is punished. Murkrow adds Sucker Punch (45). Insomnia blocks sleep.
NO EXITPRIORITY

Houndour / Houndoom

DARFIRSS EM PT BW-post (B)
SNORMAGNLAPRVENUGYARALAK
Thunder Fang by level — GYAR 4×. Fire STAB kills MAGN and VENU, so neither is the answer: SNOR is, and only SNOR — Thick Fat halves the Fire, Dark is neutral on him. No Pursuit by level (egg move only), so ALAK leaves freely — and must. Faint Attack 38 never misses. Flash Fire.

Koffing / Weezing

POILG SS EM PT BW
SNORMAGNLAPRVENUGYARALAK
Psychic 2×: ALAK outspeeds and one-shots Koffing and Weezing in every game, guaranteed at level parity — Confusion does it from Kadabra at 16. MAGN is Poison-immune and halves the blast; LAPR is crit-proof. Levitate: no Earthquake.
BOMB

Krookodile / Sandile / Krokorok

GRODARSTUCK IF INBW
SNORMAGNLAPRVENUGYARALAK
Ground/Dark: the Dark row's MAGN walks into Sand Tomb (early) then Dig — trapped and 4×. Psychic does nothing to it. Common from Route 4 on.
NO EXIT

Lilligant / Petilil

GRABW (W)
SNORMAGNLAPRVENUGYARALAK
send: + Ice Fang
Petilil carries Sleep Powder (75%) into evolution; Lilligant adds Teeter Dance (confusion, lv10) and Quiver Dance (lv28) — kill it before +1. Grass 2× on LAPR only.
SLEEP

Litwick / Lampent / Chandelure

GHOFIRBW
SNORMAGNLAPRVENUGYARALAK
Ghost/Fire: Ghost-immune and Thick Fat halves Fire — SNOR is the only clean answer. Energy Ball TM hits LAPR/GYAR. Shadow Tag is hidden-only.

Lucario / Riolu

LucarioFIGSTERioluFIGPT BW-post
SNORMAGNLAPRVENUGYARALAK
Dark Pulse at level 1 — ALAK is not the Fighting answer here. His Psychic is ½ on the Steel half (59–70%) and Dark Pulse is 2× back. Bullet Punch priority.
PRIORITY

Lunatone

ROCPSYLG SS EM PT BW
SNORMAGNLAPRVENUGYARALAK
Rock/Psychic but the mirror of Solrock — special (95 SpA, 55 Atk). GYAR guarantees the one-shot and outspeeds, so it never acts. LAPR is the crit-safe body if it does (80%). ALAK's Psychic is ½ on it.
BOMBROCK

Machop / Machoke / Machamp

FIGLG SS EM PT BW-post (W)
SNORMAGNLAPRVENUGYARALAK
ALAK outspeeds all three; Psychic one-shots Machop and Machoke, and Machamp on a high roll only (90–107%) — against Machamp, Reflect first, then two Psychics. No Guard Dynamic Punch (Gen 4+) never misses and confuses. Rock Slide / Payback by TM hit ALAK hard.
BULK FAILS

Magnemite / Magneton / Magnezone

ELESTELG SS EM PT BW-post (W)
SNORMAGNLAPRVENUGYARALAK
In Gen 3 Magnet Pull is its only ability — the trap on MAGN is guaranteed. SonicBoom fixed 20. VENU resists the Electric and takes the Steel move neutral.
NO EXITBULK FAILS

Marowak / Cubone

GROLG SS PT BW-post
SNORMAGNLAPRVENUGYARALAK
Thick Club doubles its Attack. VENU halves the Ground; GYAR is immune to it, but Rock Slide / Stone Edge come by TM — scout first. No Fissure in Gens 3–5.

Medicham / Meditite

FIGPSYEM PT
SNORMAGNLAPRVENUGYARALAK
Fighting/Psychic: the Fighting row's ALAK cannot one-shot it (Psychic ½, 62–74%) and Pure Power doubles its Attack; VENU takes Psychic 2×. Hi Jump Kick lv32. Gen 4 Medicham has Fire/Ice/Thunder Punch at level 1 — if it shows Thunder Punch, GYAR (4×) leaves and it is a race: LAPR + Ice Beam. Intimidate is why GYAR is the default.

Misdreavus / Mismagius

GHOSS PT BW-post (W)
SNORMAGNLAPRVENUGYARALAK
Mean Look + Perish Song. SNOR walks in on his Ghost immunity and cannot leave; Shadow Ball is 2× on ALAK. MAGN resists Ghost; kill it inside three turns or carry a Shed Shell.
NO EXIT

Nosepass

ROCEM PT
SNORMAGNLAPRVENUGYARALAK
Pure Rock, not Steel — 45 Attack, 30 Speed, 30 HP behind 135 Defence. LAPR outspeeds and Surf is 98–115%, a one-shot on most rolls, and its Rock Slide is only 33% of her with no crit possible. VENU's Grass is the same 2×. GYAR takes Rock Slide 45% and 90% on a crit. Magnet Pull is its sole ability in Emerald — the trap on MAGN is guaranteed, and Electric does nothing to Rock anyway. Sturdy coin flip.
NO EXITROCKSTURDY

Onix

ROCGROLG SS PT BW-post
SNORMAGNLAPRVENUGYARALAK
send: (4×)
Rock/Ground. Sturdy coin flip.
ROCKSTURDY

Paras / Parasect

BUGGRALG SS PT BW (W)
SNORMAGNLAPRVENUGYARALAK
Spore 100%. Kill it before it moves.
SLEEP

Pinsir

BUGLG SS EM PT BW (W)
SNORMAGNLAPRVENUGYARALAK
Bug: X-Scissor is 2× on ALAK. Mold Breaker slot 2 from Gen 4 — Thick Fat and Shell Armor are off while it is out. Guillotine.
MOLDOHKO

Probopass

ROCSTEPT
SNORMAGNLAPRVENUGYARALAK
send: + Brick Break
Rock/Steel, so it is a different problem from Nosepass: Water and Grass drop to neutral and only Fighting or Ground is 4×. SNOR's Brick Break does 71–84%; nothing else on the team passes 62% against 145/150 defences. Discharge is 70% of GYAR and 139% on a crit. Magnet Pull is slot 2 here. Sturdy coin flip.
NO EXITROCKSTURDY

Purrloin / Liepard

DARSTUCK IF INBW
SNORMAGNLAPRVENUGYARALAK
Pursuit by level at 15 — confirmed. Promoted out of the Dark archetype row because the badge is per-species: these two genuinely punish the switch and most of their Unova neighbours do not. Liepard is fast; Sand Attack and Fake Out waste your turns first.
NO EXIT

Rampardos / Cranidos

ROCPT BW-post
SNORMAGNLAPRVENUGYARALAK
Mold Breaker slot 1 — abilities off. Head Smash. Status it first.
MOLDBULK FAILS

Rattata / Raticate

NORSTUCK IF INLG SS
SNORMAGNLAPRVENUGYARALAK
A Normal body carrying five Dark moves, every one 2× on ALAK: Bite 10, Pursuit 13 (so the switch is punished), Sucker Punch 19 (priority), Crunch 24, Assurance 29. Hyper Fang 20 hits everything else hard. Guts doubles its Attack if you poison it. In Platinum only in the Battle Zone post-game; absent from BW.
NO EXITPRIORITY

Reuniclus / Solosis / Duosion

PSYBW
SNORMAGNLAPRVENUGYARALAK
Focus Blast TM 2× on the Psychic row's answers; Shadow Ball TM 2× on ALAK, whose Psychic is ½ on it. Slow — LAPR outspeeds.

Rhyhorn / Rhydon / Rhyperior

GROROCLG SS EM PT BW-post (W)
SNORMAGNLAPRVENUGYARALAK
send: (4×)
Horn Drill only (no Fissure). Lightning Rod.
ROCKOHKO

Roggenrola / Boldore / Gigalith

ROCBW
SNORMAGNLAPRVENUGYARALAK
Explosion lv40/55. Sturdy survives any hit from full and then it explodes, so expect the bomb even when you thought you had killed it. Gigalith is one of only four bombers with no crit-safe body — 135 Attack behind a 250-power blast; trainer-only, so you will see it coming. Bring MAGN to full and kill it in two.
BOMBROCKSTURDY

Scizor / Scyther

ScizorBUGSTEScytherBUGFLYSTUCK IF INSS PT
SNORMAGNLAPRVENUGYARALAK
Bug/Steel with Pursuit (confirmed on a story trainer's set) and Bullet Punch by level; Swords Dance. Bug is 2× on ALAK and his Psychic is ¼ on it. No Fire on the team — hit it with Surf/Waterfall and neutral bulk. In SoulSilver it only appears post-game. Scyther alone: Bug/Flying, no Pursuit — GYAR/MAGN.
NO EXITPRIORITY

Scrafty / Scraggy

DARFIGBW
SNORMAGNLAPRVENUGYARALAK
Dark/Fighting: the Dark row's MAGN and SNOR both die to Brick Break / Hi Jump Kick, and the Fighting row's ALAK does nothing to it. No Pursuit — he leaves freely. Shed Skin undoes your status; Moxie snowballs its Attack on every KO.

Sealeo / Spheal / Walrein

ICEWATEM PT BW-post
SNORMAGNLAPRVENUGYARALAK
Sheer Cold, Sealeo lv55.
OHKOFREEZE

Seel / Dewgong

SeelWATDewgongWATICELG SS
SNORMAGNLAPRVENUGYARALAK
send: (Thick Fat)
Sheer Cold at lv34 — by far the earliest OHKO move in the run, and nothing resists it. Dewgong is otherwise a pushover, which is exactly why it gets missed. Being at the level cap is the only defence; below it the move fails. Aurora Beam and Ice Beam freeze.
OHKOFREEZE

Sigilyph

PSYFLYBW
SNORMAGNLAPRVENUGYARALAK
Psychic/Flying, so neither archetype row fits. Hypnosis at lv4 (60%) — a sleep move this early is a run-ender if it lands while something sets up. Psychic STAB hits VENU 2×; ALAK resists it but cannot hurt it back (½). Air Slash flinches.
SLEEP

Skuntank / Stunky

POIDARSS PT BW
SNORMAGNLAPRVENUGYARALAK
A bomb on a Poison/Dark body — Psychic does nothing to it. Flamethrower 34 kills the MAGN you would send, Explosion 52. No Pursuit by level (egg only) and Sucker Punch is tutor-only — ALAK leaves freely. Accept the Explosion on GYAR/LAPR.
BOMB

Smoochum / Jynx

ICEPSYLG SS PT
SNORMAGNLAPRVENUGYARALAK
Mean Look lv25 traps SNOR — his Ghost immunity is irrelevant to it. Lovely Kiss (75% sleep). Perish Song lv41–55 if it holds you past the timer. Ice moves freeze. Smoochum has the same trap at the same level.
NO EXITFREEZESLEEP

Sneasel / Weavile

DARICESS PT BW-post
SNORMAGNLAPRVENUGYARALAK
Ice/Dark: MAGN resists both halves. No Pursuit by level (egg move only) — ALAK leaves freely. Faint Attack 14 never misses. Ice Shard priority only from lv49 — under that it has no priority at all, so a mid-thirties Sneasel cannot punish anything. Weavile outspeeds your whole team.
PRIORITYFREEZE

Solrock

ROCPSYLG SS EM PT BW
SNORMAGNLAPRVENUGYARALAK
Rock/Psychic, physical (95 Atk, 55 SpA). Explosion at 49 / 56 and nothing on the team survives it — 121% of LAPR with no crit needed, and ALAK's Psychic is ½ on it. GYAR is the least bad: Intimidate on entry cuts the blast by a third (81% of a full-HP LAPR behind it, ~99% of GYAR himself), and two Waterfalls kill it. Wild in EM, SS and PT — Repel past it.
BOMBROCK

Steelix

STEGROSS PT
SNORMAGNLAPRVENUGYARALAK
Steel/Ground: Water is only 2×, and it is immune to Electric. Not the Onix answer. Sturdy coin flip.
ROCKSTURDY

Stunfisk

GROELEBW
SNORMAGNLAPRVENUGYARALAK
out: (4×) · send: only
Ground/Electric: Electric 2× on LAPR too. Static.

Togekiss / Togepi / Togetic

TogekissNORFLYTogepiNORTogeticNORFLYPT
SNORMAGNLAPRVENUGYARALAK
Aura Sphere lv1 never misses — Fighting 2× on both obvious switch-ins. Air Slash flinch chain.

Toxicroak / Croagunk

POIFIGPT BW-post
SNORMAGNLAPRVENUGYARALAK
Poison/Fighting: Psychic is 4× on it and ALAK still cannot go in — Sucker Punch by level at 31 is priority Dark and one-shots him (108%). Under 31 he deletes Croagunk before it moves. The Fighting STAB covers SNOR, MAGN and LAPR; GYAR resists it and Intimidates. Dry Skin: Water moves heal it — GYAR uses Ice Fang or Return, never Waterfall.
PRIORITY

Trapinch / Vibrava / Flygon

TrapinchGROVibravaGRODRAFlygonGRODRAEM BW-post (W)
SNORMAGNLAPRVENUGYARALAK
Emerald's only Arena Trap. GYAR is the only body that walks out.
NO EXIT

Whiscash / Barboach

WATGROSS EM PT BW
SNORMAGNLAPRVENUGYARALAK
send: (4×)
Fissure by level.
OHKO

Wobbuffet / Wynaut

PSYSTATUS ONLYSS EM PT BW-post
SNORMAGNLAPRVENUGYARALAK
send: + Leech Seed
Trapped; it only reflects. Never attack it — Counter and Mirror Coat return double, and ALAK has nothing else to do. Let it faint on a turn it did not use Destiny Bond. Safeguard blocks sleep, not Seed.
NO EXIT

Zebstrika / Blitzle

ELEBW
SNORMAGNLAPRVENUGYARALAK
out: (4×)
Flame Charge lv18 — the Electric row's VENU and MAGN both take 2×.

Zoroark / Zorua

DARSTUCK IF INBW
SNORMAGNLAPRVENUGYARALAK
Illusion: it looks like another of its own party. Any hit breaks it.
NO EXIT

Absol

DARSTUCK IF INSS EM PT BW
SNORMAGNLAPRVENUGYARALAK
send: + Brick Break
Pursuit by level at 20 (Gen 4+; not in Emerald) — the switch is punished. Sucker Punch 44 (priority). Super Luck: its slashes crit often, so the 50% line is the line for everyone. 130 Attack, paper defences — MAGN two-shots it.
NO EXITPRIORITY

Aerodactyl

ROCFLYLG SS EM PT
SNORMAGNLAPRVENUGYARALAK
Fast. Rock Slide.
ROCKBULK FAILS

Aron / Lairon / Aggron

STEROCEM PT BW-post (W)
SNORMAGNLAPRVENUGYARALAK
Rock Head or Sturdy (coin flip). Rock STAB.
ROCKSTURDY

Bronzor / Bronzong

STEPSYPT BW
SNORMAGNLAPRVENUGYARALAK
Bronzor never learns Explosion or Self-Destruct at all, and Bronzong only by TM — so a wild one cannot bomb you, and only a trainer's might. Steel/Psychic: nothing on the team dents it and it dents nothing; ALAK's Psychic is ¼. Levitate, and huge defences both sides.

Cloyster / Shellder

CloysterWATICEShellderWATLG SS PT BW-post
SNORMAGNLAPRVENUGYARALAK
Explosion by TM only — a wild one cannot bomb you. Skill Link multi-hits. No Sheer Cold.
BOMB

Crawdaunt / Corphish

CrawdauntWATDARCorphishWATEM PT BW-post (W)
SNORMAGNLAPRVENUGYARALAK
No Pursuit at any level — ALAK leaves freely. Knock Off 26 destroys your held item, Shed Shell and Smoke Ball included, which is the real damage here. Night Slash 39, Crabhammer 44 (high-crit), Guillotine 65.
OHKOBULK FAILS

Crobat / Zubat / Golbat

POIFLYLG SS EM PT
SNORMAGNLAPRVENUGYARALAK
out: (Bite)
Mean Look. Bite is Dark (lv13–16), 2× on ALAK, and Crobat outspeeds him; MAGN switches in and back out.
NO EXIT

Dusclops / Duskull / Dusknoir

GHOSTATUS ONLYEM PT
SNORMAGNLAPRVENUGYARALAK
Mean Look + Curse drains 25% a turn. Destiny Bond. Shed Shell, or kill it inside the clock.
NO EXIT

Galvantula / Joltik

BUGELEBW
SNORMAGNLAPRVENUGYARALAK
out: (4×)
Bug/Electric: its Bug STAB is neutral on Grass/Poison, so the Electric row's VENU still holds. Thunder Wave; Compound Eyes makes Thunder land.

Girafarig

NORPSYNO SPECIALSSS PT
SNORMAGNLAPRVENUGYARALAK
Mirror Coat returns 2× special — and ALAK has nothing else. Normal/Psychic: his Psychic is ½ on it anyway.

Goldeen / Seaking

WATLG SS EM PT
SNORMAGNLAPRVENUGYARALAK
Horn Drill, lv41 Goldeen / lv47 Seaking. A pure Water filler nobody prepares for. Horn Drill ignores bulk and typing; only the level rule stops it. Waterfall spots and fishing encounters.
OHKO

Gyarados (enemy)

WATFLYIF UNDER 40 HPLG SS EM PT BW-post
SNORMAGNLAPRVENUGYARALAK
send: + Thunderbolt + Thunderbolt
Dragon Rage, lv23 — a flat 40 damage that ignores typing and bulk entirely. Above 40 current HP nobody is in danger; at or below it, anybody is. Late, on a trainer set: LAPR is the safe body — nothing it owns reaches a third of her (Waterfall 19%, Earthquake 31%, no crit possible) and two Thunderbolts kill it. MAGN one-shots it (149%+) but moves second: Waterfall is 55% of him, a crit kills, and Earthquake by TM is 4×. ALAK never — Bite and Waterfall are both ~90% of him. Intimidate on the way in drops your Attack.
BULK FAILS

Jellicent / Frillish

BW
SNORMAGNLAPRVENUGYARALAK
send: + Thunderbolt
Water/Ghost wall: Night Shade (fixed), Recover 17, Hex 45; Shadow Ball / Energy Ball / Ice Beam by TM — its Ghost STAB is 2× on ALAK. Destiny Bond at 44 (Frillish) / 48 (Jellicent) — it takes your Pokémon with it. SNOR is immune to its Ghost STAB but cannot hurt it. Cursed Body can disable your move.
BULK FAILS

Kangaskhan

NORSS PT
SNORMAGNLAPRVENUGYARALAK
send: + Brick Break
A Normal body with Dark moves: Crunch 31, Sucker Punch 46 (priority) — 2× on ALAK. Dizzy Punch confuses, Outrage 37. Scrappy no longer matters to this team.
PRIORITY

Kingdra / Horsea / Seadra

KingdraWATDRAHorseaWATSeadraWATLG SS EM PT
SNORMAGNLAPRVENUGYARALAK
send: + Curse
Water/Dragon: nobody on the team hits it super-effectively and nobody resists both STABs — the one typing that counters the whole six. LAPR takes at most 46% from it (Outrage; no crit possible) and Ice Beams it down in three. SNOR behind a Curse is the backup. Sniper (Gen 4+): its crits are 3×. Dragon Dance on trainer sets — hit it before +1.
BULK FAILS

Kingler / Krabby

WATLG SS PT BW-post
SNORMAGNLAPRVENUGYARALAK
Guillotine. Crabhammer high-crit.
OHKOBULK FAILS

Metagross / Beldum / Metang

STEPSYSS EM PT BW-post
SNORMAGNLAPRVENUGYARALAK
send: + Brick Break
Explosion by TM/tutor only — never by level, so only a trainer's can have it. Steel/Psychic: ALAK's Psychic is ¼ and Meteor Mash / Zen Headbutt flatten him. Steel body resists most of what you carry.
BOMB

Miltank

NORSS PT
SNORMAGNLAPRVENUGYARALAK
send: + Brick Break
Rollout snowballs; Body Slam 24 paralyses; Milk Drink stalls. Always female, and Attract is on its trainer sets — MAGN is genderless and immune to it. Body Slam is over half of ALAK.

Sableye

DARGHOSTUCK IF INEM PT BW-post
SNORMAGNLAPRVENUGYARALAK
Mean Look is the trap — it has no Pursuit. Immune to Normal, Fighting and Psychic; no weaknesses before Fairy. Once it has looked at you, you are staying.
NO EXIT

Slaking / Slakoth / Vigoroth

NORONE TURNEM PT
SNORMAGNLAPRVENUGYARALAK
send: on the Truant turn
2HKOs SNOR through neutral. Hit it only on the loafing turn.

Spiritomb

GHODARSTUCK IF INPT
SNORMAGNLAPRVENUGYARALAK
Pursuit at lv1 — confirmed. Ghost/Dark: no weaknesses at all before Fairy exists, and Psychic does nothing to it.
NO EXIT

Umbreon

DARSTUCK IF INSS PT
SNORMAGNLAPRVENUGYARALAK
Pursuit by level, and Mean Look — both. One of the few Dark types that genuinely holds you. Huge defences; bring MAGN and grind.
NO EXIT

Bastiodon / Shieldon

ROCSTESTATUS ONLYPT BW-post
SNORMAGNLAPRVENUGYARALAK
send: + Brick Break
Metal Burst returns your damage — status first, then hit. Sturdy guaranteed.
STURDY

Chansey / Blissey

NORLG SS PT BW-post (W)
SNORMAGNLAPRVENUGYARALAK
send: + Brick Break
Nothing dies. No Ethers in hardcore, so kill it rather than stall it. Seismic Toss = level.
BULK FAILS

Seedot

GRALG SS EM PT BW (W)
SNORMAGNLAPRVENUGYARALAK
Explosion at 43, which an early-route Seedot will never reach. Listed so a search finds it: it is on the exploder roster but not a practical threat.
BOMB

Shuckle

BUGROCSS EM PT BW-post
SNORMAGNLAPRVENUGYARALAK
send: + Brick Break
Nobody dies, nobody wins fast. Toxic; walk it down with patience, never Struggle.
STURDY

Tangela / Tangrowth

GRALG SS PT
SNORMAGNLAPRVENUGYARALAK
Bind/Wrap chip. Otherwise harmless.

. Built from Hard Counters.md — the page cannot disagree with the file. No trainer names, no boss rosters. Icons and text original; no Nintendo assets.