F.E.A.R.

**F.E.A.R.** is a last-resort strategy, normally usable only once per battle. A "F.E.A.R. Pokémon" is a Pokémon compatible with a certain moveset capable of defeating a full-HP opponent at virtually any level (most notably level 100) while it itself is only at level 1 or 2, the reason for this strategy's bragging rights.

F.E.A.R. generally stands for:

* Focus Sash
* Endeavor
* (Quick) Attack
* Rattata (Rattata are not the only Pokémon that can use F.E.A.R; multiple Pokémon can fit this role.)

The original term, coined by strategists as humor, was "**F**\*\*\*ing **E**vil **A**nnoying **R**odent".

## How to use F.E.A.R.

After one of the player's Pokémon faints, the F.E.A.R. Pokémon can be sent out against an opponent's Pokémon with (preferably) full HP. During the first turn, the F.E.A.R. Pokémon will use Endeavor, and the opponent will most likely use an offensive attack to try to defeat the F.E.A.R. Pokémon (assuming, of course, that the opponent isn't aware of this strategy). The F.E.A.R. Pokémon would indeed faint, if it were not holding the Focus Sash, which allows the user to hold on to 1 HP after a hit which would otherwise knock it out from max-HP. When the Pokémon uses Endeavor, the HP of the opponent's Pokémon will equal the HP of its own (which is now, assuming Focus Sash triggered, equal to 1). During the following turn, the F.E.A.R. Pokémon can use a priority move to wipe out the remaining 1 HP of the opponent's Pokémon. Focus Sash will not work twice, so a Pokémon can only use this strategy once.

The Ability Sturdy functions like a Focus Sash, but can activate multiple times providing the Pokémon regains all of its HP. This exploits new notable users of F.E.A.R.; a level 2 Probopass could use Pain Split to wear down the opponent's HP whilst healing itself, while Aron can use a combination of Endeavor and a held Shell Bell for multiple uses of Endeavor. Solosis is a Pokémon able to combine Magic Guard and Endeavor, but also set up Trick Room for its allies. An Endeavor-tutored Togedemaru with Sturdy and a Shell Bell can perform F.E.A.R. in the same way as Aron before it and can additionally learn Spiky Shield, allowing it to finish off weakened opponents that make contact.

## Countering F.E.A.R.

While an impressive strategy, F.E.A.R. is simple to counter. The following are several ways to counter the F.E.A.R. strategy:

* Knowledge: The simplest strategy and perhaps the most effective. If the opponent knows the F.E.A.R. strategy, they won't attack as needed for it to work (a damaging move), or they will switch out for a Pokémon immune to it or easily able to counter it. Besides the other counters listed here, a player could switch out after the opponent's F.E.A.R. uses Endeavor, leaving it with 1 HP and another Pokémon to sweep the F.E.A.R. However, if the F.E.A.R.-using player predicts correctly, this problem can be solved using Pursuit.
* Ghost Pokémon: As Ghost types are immune to Normal- and Fighting-type attacks, Endeavor and Quick Attack are useless against them.
	+ It should be noted, however, that a F.E.A.R. Kangaskhan or Taillow with Scrappy will still be able to use Endeavor against a Ghost-type Pokémon.
* A Pokémon with an increased priority attacks (with exception of Fake Out and First Impression): if the opponent uses an increased-priority move at the same time as the F.E.A.R. Pokémon does, the large difference in level will almost always result in the opponent's Pokémon landing the hit first, leaving the opponent with little HP, but leaving the F.E.A.R. player with one Pokémon down. However, Feint and Extreme Speed have +2 priority, and are not countered by +1 priority moves.
* If the foe acts last due to battling in Trick Room\*, holding a Full Incense, using a decreased-priority move or doing something similar, its attack will leave the F.E.A.R. Pokémon with approximately 12 hit points after the first turn and the F.E.A.R. Pokémon will only have 1 hit point, causing an easy sweep on the second turn.
* A move that damages foes upon switching in (like Spikes or Stealth Rock) can cancel out the Focus Sash effect, thus causing the foe to be unable to withstand a one-hit KO. This only works if the F.E.A.R. Pokémon isn't released prior to that move.
	+ Note that Doduo, Taillow, Starly, Togekiss and Shaymin in its Sky Forme are immune to Spikes.
* Moves, status conditions, Abilities and weather that deal damage every turn (like sandstorm or burn) can cancel out Focus Sash's effect. This can also work without using a turn if a Pokémon like Tyranitar or Abomasnow activates its Ability.
	+ Note that F.E.A.R. Phanpy, Aron, Corsola, Wormadam (Sandy and Trash Cloaks) and Swinub are immune to sandstorm (and the last one to hail as well.)
* Embargo and Magic Room prevent the foe from using any item, in this case Focus Sash and Shell Bell.
	+ Do note that, somewhat counter-intuitively, Knock Off will **NOT** serve to KO a F.E.A.R. Pokémon if it is at 100% HP unless Embargo is in effect. The F.E.A.R. Pokémon's Focus Sash will be knocked off *after* it has been successfully activated and the Pokémon will still be able to use Endeavor to reduce the foe's HP.
* Black Sludge\*, Leftovers and a HP-restoring Berry return some HP to the user's Pokémon, and more than likely, more than the opposing F.E.A.R. can deal with its increased-priority move.
* F.E.A.R.: Ironically, a way to combat a F.E.A.R. Pokémon is having it face another F.E.A.R. Pokémon (or some other low-level Pokémon). Having roughly the same HP, both F.E.A.R.s would do little damage towards each other. It isn't, however, practical or useful to carry a F.E.A.R. Pokémon just for the sake of combating another F.E.A.R., as both Pokémon are about evenly-matched.
* Shedinja and its Wonder Guard Ability will make Endeavor unable to hit.
	+ Note that Sucker Punch and Shadow Sneak can be used to KO Shedinja, but only after its probably existent Focus Sash has been activated or otherwise rendered useless.
* Multi-strike moves, such as Bullet Seed and Triple Kick, will continue hitting after the Focus Sash or Sturdy triggers, causing the strategy to fail.
* In Double and Triple Battles, having multiple Pokémon use moves that will hit the F.E.A.R. Pokémon will cause it to faint, since the Focus Sash will only activate for the first attack. However, Follow Me, Rage Powder and Greninja's Mat Block can aid the F.E.A.R. Pokémon.
* Although Sturdy acts like a Focus Sash, the Abilities Mold Breaker, Turboblaze and Teravolt ignore this effect, countering any attempt to use F.E.A.R. with Sturdy.
* As Endeavor makes contact, the F.E.A.R. Pokémon can be finished off when its opponent is carrying a Rocky Helmet or has the Ability Rough Skin or Iron Barbs.
* Pokémon with the Ability Queenly Majesty or Dazzling are unaffected by opposing F.E.A.R. Pokémon's priority moves.
* When Psychic Terrain is in the effect, Pokémon that are on the ground will not be affected by priority moves.

## Catching Pokémon with F.E.A.R.

By using F.E.A.R. while skipping the priority move, players can lower a target Pokémon's HP to 1, similar to using False Swipe, and more easily catch it than by battling it normally. After the wild Pokémon's HP has been lowered to 1, the player may freely begin throwing Poké Balls and have a high chance of successfully capturing the Pokémon. A Cottonee may also inflict a priority paralysis (with Prankster) to further increase the catch rate.