From Bulbapedia, the community-driven Pokémon encyclopedia.

F.E.A.R. is a last-resort strategy used in competitive battling since Generation IV, 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 Evil Annoying Rodent".

The strategy (and original profanity-laden term) was originally conceived on GameFAQs' Pokémon Diamond Message Board in early 2007.

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.

From Generation V onward, the Ability Sturdy was altered to function like a Focus Sash, but can activate multiple times providing the Pokémon regains all of its HP. With this change came new notable users of F.E.A.R.; a level 2 Probopass can 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. Generation V also introduced Solosis, a Pokémon able to combine Magic Guard and Endeavor, but also set up Trick Room for its allies. As of Pokémon Ultra Sun and Ultra Moon, 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:

List of F.E.A.R. Pokémon

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.



