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Everyone brings four of the same Pokémon in this strategy. It uses the raid's Soul Link aspect to guarantee that everyone has the same Pokémon out at once.
The strategy does not require resetting for adds. It should only go wrong from extremely bad luck with Psychic Special Defense drops. Only the leads vary in order to set up the Bisharp phase.
🧪
Work in progress
The source guide was explicitly marked WIP while testing continued. This Crimson Core version preserves that framing. The turn table is a coordination reference, not a guarantee of a winning line.
📊 IV and Speed Notes
🧬
IV philosophy
A 0 IV in the source paste indicates a stat that does not need 31. Most Pokémon can use 2×31 plus the right nature. Tyranitar and Bisharp are the exceptions.
⚡
Speed coordination
Different natures and IVs prevent Speed ties under Trick Room. At -6 Speed, rounding can erase a small stat gap.
🏷️
Name by Speed
Name Pokémon after their Speed stat so the team can quickly call who should use Psywave or Seismic Toss.
🧮
Prevent ties
If IVs do not perfectly match the source, calculate the -6 Speed stat and adjust Speed EVs enough to move the final stat by 1.
Blissey31 HP / 31 SpDef
Clefairy31 HP / 31 SpDef
Bronzong31 HP / 31 SpDef
Snorlax31 HP / 31 SpDef
Tyranitar31 HP / 31 Atk / 31 SpDef
Bisharp31 HP / 31 Atk / 31 Def / 31 SpDef
👥 Player Teams and Manual Stats
PokéPaste links were removed from the source. The page uses only the team information and IV requirements stated in the extract. Where an exact paste spread, item, or move is not exposed, it is marked as source not specified rather than invented.
Pelipper, Tyranitar, Bisharp, and tank rotation
P1 leads Pelipper, moves through Tyranitar and Bisharp for the setup phase, then starts the defensive tank rotation.
Lead
Pelipper
@ Choice Scarf
Nature: Source not specifiedIVs: Source not specifiedEVs: Source not specified
Water Sport ★
Turn 1 lead. Water Sport weakens Fire moves, and rain protects Whimsicott from being targeted by Flamethrower. Pelipper should die to two hits.
Turn 2 support
Tyranitar
@ Assault Vest
Nature: Adamant or BraveIVs: 31 HP / 31 Atk / 31 SpDef
Snarl ★Assurance
Snarl lowers Ninetales and Cresselia's Special Attack. Use Assurance or Snarl on turn 6 according to the branch.
Core
Bisharp
@ Assault Vest
Nature: Adamant or BraveIVs: 31 HP / 31 Atk / 31 Def / 31 SpDef
AssuranceDark Pulse
Main damage core from turn 3. Coordinate Assurance and Dark Pulse around the physical/special split.
Bronzong can use Gyro Ball and Rest. Snorlax can Rest when low, use Captivate early, and reapply Toxic as needed.
Slow Whimsicott, Memento, and Bisharp
P2 uses a slower Whimsicott to place Memento last, then joins the shared Bisharp and tank rotation. The source gives the core and tank IV requirements but does not expose exact EV spreads.
Turns 1 to 2
Whimsicott
@ Light Clay
Speed: Slower than the other WhimsicottIVs: Source not specifiedEVs: Source not specified
Light ScreenMemento
P2 Whimsicott must be slower than the other Whimsicott so Memento goes off last on turn 2.
Turns 3 to 6
Bisharp
@ Assault Vest
Nature: Adamant or BraveIVs: 31 HP / 31 Atk / 31 Def / 31 SpDefEVs: Source not specified
AssuranceDark Pulse
Use the listed Assurance / Dark Pulse branches to keep the group ahead of the physical/special split and Trick Room change.
Tank 1
Blissey
Nature: Sassy / Calm / CarefulIVs: 31 HP / 31 SpDefEVs: Source not specified
PsywaveSeismic TossSoftboiledToxicLight Screen
Use during the shared tank rotation. Coordinate Speed names before selecting Psywave or Seismic Toss.
Tank 2
Clefairy
Nature: Sassy / Calm / CarefulIVs: 31 HP / 31 SpDefEVs: Source not specified
PsywaveSeismic TossFollow Me
Use Follow Me when one Clefairy is full HP while the others are low.
Tank 3
Bronzong
Nature: Sassy / Calm / CarefulIVs: 31 HP / 31 SpDefEVs: Source not specified
PsywaveGyro BallToxicRest
Refresh Toxic or Light Screen when necessary. Rest when low to gain additional turns.
Tank 4
Snorlax
Nature: Sassy / Calm / CarefulIVs: 31 HP / 31 SpDefEVs: Source not specified
PsywaveSeismic TossCaptivateToxicRest
Use Captivate early, Rest when low, and reapply Toxic as needed.
Lightning Rod, Fake Tears, and Bisharp
P3 uses Plusle to move Lightning Rod onto Lilligant and add Fake Tears before entering the shared Bisharp and tank sequence.
Turns 1 to 2
Plusle
@ Sitrus Berry
Ability: Hidden AbilityIVs: Source not specifiedEVs: Source not specified
Skill Swap → LilligantFake Tears
Skill Swap places Lightning Rod on Lilligant, preventing Thunderbolt from being clicked for the rest of the run. Fake Tears increases Snarl damage.
Turns 3 to 6
Bisharp
@ Assault Vest
Nature: Adamant or BraveIVs: 31 HP / 31 Atk / 31 Def / 31 SpDefEVs: Source not specified
AssuranceDark Pulse
P3's damage order alternates with P2 and P4. Call the Pokémon Speed names before selecting Psywave or Seismic Toss later.
Tank 1
Blissey
Nature: Sassy / Calm / CarefulIVs: 31 HP / 31 SpDefEVs: Source not specified
PsywaveSeismic TossSoftboiledToxicLight Screen
Bad Special Defense drops can shorten the tank window and cause a wipe.
Tank 2
Clefairy
Nature: Sassy / Calm / CarefulIVs: 31 HP / 31 SpDefEVs: Source not specified
PsywaveSeismic TossFollow Me
Use Follow Me when one Clefairy is full HP while the others are low.
Tank 3
Bronzong
Nature: Sassy / Calm / CarefulIVs: 31 HP / 31 SpDefEVs: Source not specified
PsywaveGyro BallToxicRest
Refresh Toxic or Light Screen when necessary. Rest when low to gain additional turns.
Tank 4
Snorlax
Nature: Sassy / Calm / CarefulIVs: 31 HP / 31 SpDefEVs: Source not specified
PsywaveSeismic TossCaptivateToxicRest
Use Captivate early, Rest when low, and reapply Toxic as needed.
SpA drop, Toxic Orb, and Bisharp
P4 uses Whimsicott to lower Cresselia's Special Attack and transfer Toxic Orb, then joins the Bisharp and tank rotation.
Turns 1 to 2
Whimsicott
@ Toxic Orb
IVs: Source not specifiedEVs: Source not specified
Captivate → CressSwitcheroo → Cress
Captivate lowers Cresselia's Special Attack. Switcheroo transfers Toxic Orb, then P4 dies from the slower Memento.
Turns 3 to 6
Bisharp
@ Assault Vest
Nature: Adamant or BraveIVs: 31 HP / 31 Atk / 31 Def / 31 SpDefEVs: Source not specified
AssuranceDark Pulse
P4's Assurance / Dark Pulse choice must account for which teammate lands the final hit before each threshold.
Tank 1
Blissey
Nature: Sassy / Calm / CarefulIVs: 31 HP / 31 SpDefEVs: Source not specified
PsywaveSeismic TossSoftboiledToxicLight Screen
Refresh screens immediately when possible. If one tank is within fainting range next turn, heal rather than greedily dealing damage.
Tank 2
Clefairy
Nature: Sassy / Calm / CarefulIVs: 31 HP / 31 SpDefEVs: Source not specified
PsywaveSeismic TossFollow Me
Use Follow Me when one Clefairy is full HP while the others are low.
Tank 3
Bronzong
Nature: Sassy / Calm / CarefulIVs: 31 HP / 31 SpDefEVs: Source not specified
PsywaveGyro BallToxicRest
Refresh Toxic or Light Screen when necessary. Rest when low to gain additional turns.
Tank 4
Snorlax
Nature: Sassy / Calm / CarefulIVs: 31 HP / 31 SpDefEVs: Source not specified
PsywaveSeismic TossCaptivateToxicRest
Use Captivate early, Rest when low, and reapply Toxic as needed.
📋 Bisharp's Fat Friends Turn Table
TurnP1P2P3P4
1Pelipper: Water SportWhimsicott: Light ScreenPlusle: Skill SwapWhimsicott: Captivate
The source calls turns 1–6 the Bisharp setup and describes the later table as coordination-heavy. Watch boss HP, the physical/special split, active Speed tiers, Trick Room, and each tank's remaining health.
Turn 1
Set up Water Sport and the first screen
Pelipper should die to two hits
P1Pelipper→Water Sport
P2Whimsicott→Light Screen
P3Plusle→Skill Swap → Lilligant
P4Whimsicott→Captivate → Cresselia
Why: Water Sport weakens Fire moves and rain protects Whimsicott from Flamethrower. Plusle moves Lightning Rod onto Lilligant, preventing Thunderbolt from being clicked for the rest of the run. P4 drops Cresselia's Special Attack.
Turn 2
Lower Special Attack and transfer Toxic Orb
All Pokémon other than Tyranitar should go down
P1Tyranitar→Snarl
P2Whimsicott→Memento → Cresselia
P3Plusle→Fake Tears → Cresselia
P4Whimsicott→Switcheroo → Cresselia
Order: P2 Whimsicott must be slower than the other Whimsicott so Memento goes off last. P4 transfers Toxic Orb and then dies from the slower Memento.
Turn 3
Begin the Bisharp damage sequence
Tyranitar continues reducing Special Attack
P1Tyranitar→Snarl
P2Bisharp→Assurance
P3Bisharp→Assurance
P4Bisharp→Assurance
Plan: The three Bisharp begin the main damage sequence while Tyranitar continues lowering Special Attack.
Turn 4
Watch the physical / special split
Split activates under 76%
P1Tyranitar→Snarl
P2Bisharp→Assurance
P3Bisharp→Assurance
P4Bisharp→Assurance
Coordinate: If one Assurance would push Cresselia under 76%, another Bisharp may need Dark Pulse so the final hit lands correctly. Speed stats become extremely important from here.
Turn 5
Trick Room approaches
Trick Room activates under 67%
P1Tyranitar→Snarl
P2Bisharp→Assurance / Dark Pulse
P3Bisharp→Dark Pulse / Assurance
P4Bisharp→Assurance / Dark Pulse
Trick Room: It can activate mid-turn and change which Pokémon acts next. Coordinate the order and account for the slowest active Pokémon.
Turn 6
Bisharp exit and branch point
One or more Bisharp may survive an extra turn
P1Tyranitar→Assurance / Snarl
P2Bisharp→Dark Pulse / Assurance
P3Bisharp→Assurance / Dark Pulse
P4Bisharp→Dark Pulse / Assurance
Branch: Tyranitar and one or more Bisharp should be approaching their final turns. If all go down through Soul Link, everyone brings in Blissey and follows the turn 8 pattern. If Tyranitar goes down while a Bisharp survives, P1 brings in Blissey and the group coordinates Speed tiers for damage.
🛡️ Turn 7+ Tank Rotation
The source describes this portion as straightforward but coordination-heavy. Each tank should average roughly three turns before going down. Bad Special Defense drops can shorten that window and cause a wipe.
01
Blissey
Use Seismic Toss or Psywave according to Speed and damage-type requirements. Refresh Light Screen and Toxic when needed. Use Softboiled if one Blissey is about to be focused down.
Generally lives 4+ turns. Covert Cloak prevents Special Defense drops.
02
Clefairy
Use Psywave or Seismic Toss. If one Clefairy is full HP while the others are low, use Follow Me to preserve turns. Refresh Toxic and Light Screen when needed.
Expected to vary with Special Defense drop RNG.
03
Bronzong
Use Psywave or Gyro Ball. Refresh Toxic and Light Screen when necessary. Use Rest when low to gain additional turns from the other Bronzongs.
Speed names decide which move should land next.
04
Snorlax
Use Psywave or Seismic Toss. Rest when low. Use Captivate early to further reduce incoming damage, then reapply Toxic if needed.
Source table expects Snorlax around turns 17–19.
🧭 Important Coordination Rules
Physical / Special Split
Under 76%, the raid changes the relevant damage behavior. Do not blindly press the same move with every Bisharp. Watch projected HP and coordinate the final hit.
Trick Room
Under 67%, Trick Room can activate mid-turn. Account for the slowest active Pokémon before selecting the next move.
Toxic and screens
If Toxic disappears, prioritize reapplying it for continual chip. If screens expire, refresh them immediately when possible.
Healing
If one tank is within fainting range next turn, prioritize healing rather than greedily dealing damage.
WIP status: The source authors were still testing which boss HP percentages and tank states consistently represent a winning position. Report unusual RNG or problems for future updates.
Strategy focus: This team is tuned for coordination rather than simply maximizing raw stats. Speed differences matter particularly once Trick Room is active.