Gurdurr (Revamp)

boltsandbombers

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[OVERVIEW]

In a tier filled with powerful physical attackers, Gurdurr excels in its ability to tackle on top-tier threats by virtue of its solid typing and bulk. Access to STAB Drain Punch allows Gurdurr to heal itself, and Mach Punch gives it useful priority that makes it one of the best checks to common offensive Normal- and Dark-types such as Zangoose and Liepard. Common Psychic-types are a major issue for Gurdurr, however, as they can take advantage of its low Special Defense. Moreover, Gurdurr's low Speed leaves it reliant on Mach Punch to deal with faster Pokemon, and Gurdurr can be worn down by repeated hits fairly quickly due to its lack of reliable recovery and low Speed.

[SET]
name: Bulky Attacker
move 1: Drain Punch
move 2: Mach Punch
move 3: Knock Off
move 4: Bulk Up / Rock Slide
item: Eviolite
ability: Guts
nature: Adamant
evs: 252 HP / 136 Atk / 64 Def / 56 SpD

[SET COMMENTS]
Moves
========

Drain Punch is a decently powerful STAB move that also recovers half the damage dealt to the foe. Mach Punch allows Gurdurr to revenge kill faster Pokemon such as Jynx and Pyroar. Knock Off is an important utility move that removes the opposing Pokemon's item and hits Ghost- and Psychic-types such as Rotom, Mismagius, Mesprit, and Exeggutor. Bulk Up boosts Gurdurr's Attack and Defense, greatly increasing its power and longevity versus opposing physical attackers. Alternatively, Rock Slide can be used to hit Flying-types, particularly Scyther and Fletchinder.

Set Details
========

Eviolite increases Gurdurr's overall bulk to respectable levels. Guts allows Gurdurr to benefit from status conditions. The given EV spread along with an Adamant nature hits a jump point in Attack, gives Gurdurr an Eviolite number in both Defense and Special Defense, and avoids the 2HKO from both Adamant Silk Scarf Kangaskhan's Double-Edge and Life Orb Tauros's Rock Climb after Stealth Rock damage.

Usage Tips
========

Early-game, Gurdurr should use Knock Off to get chip damage off or to cripple its checks, and there really aren't any drawbacks to using the move. Pivot into physical attackers such as Kangaskhan, Liepard, and Kabutops in order to gain momentum and threaten them with a STAB move. If using Rock Slide, don't reveal it too early, as it holds some surprise factor, so it is best used to hit Flying-types as they switch in or if you predict them to stay in on Gurdurr thinking that they have a free opportunity to set up. While Gurdurr is very effective at checking Dark-types, it is severely crippled by losing its Eviolite and they commonly run Knock Off, so be wary of repeatedly switching Gurdurr in on them. Gurdurr can be used as a status absorber thanks to Guts, but it should stay away from Toxic users because the rapidly increasing residual damage is more detrimental to Gurdurr than the boost from Guts. Use Bulk Up when Gurdurr threatens the opposing Pokemon with a STAB move or against more passive defensive Pokemon, especially those lacking Toxic, such as Torterra and Regirock.

Team Options
========

In order to combat the bulky Psychic-types that trouble Gurdurr, Dark- and Ghost-types such as Liepard, Haunter, and Mismagius make for good teammates. Conversely, Psychic-types themselves are excellent teammates, as they appreciate having a bulky check to Dark-types, and good examples include Xatu, Mesprit, and Musharna. Grass-types, such as Lilligant, Torterra, and Ludicolo, appreciate Gurdurr eliminating troublesome Flying-types with Rock Slide. Quagsire is a major nuisance for Gurdurr because it ignores Gurdurr's Bulk Up boosts with Unaware and has reliable recovery to repeatedly take Gurdurr's hits, so those Grass-type Pokemon make for good teammates too, as they can dispatch of or pressure Quagsire. In addition, Pokemon with specific Grass-type coverage moves to target Quagsire, such as Hidden Power Grass Archeops, Grass Knot Mega Audino, and offensive Garbodor with Seed Bomb, are good partners. Poison- and Steel-types such as Garbodor, Weezing, Klinklang, and Mawile are helpful to threaten Fairy-types such as Mega Audino and Granbull.

[STRATEGY COMMENTS]
Other Options
=============

Ice Punch can be used to hit Vileplume, but Flying-types that would be targeted by Ice Punch take massive damage from Rock Slide, and other Grass-types either are setup bait or can shrug off Ice Punches easily. Stone Edge is slightly stronger than Rock Slide, but it comes at the cost of being less accurate. Poison Jab hits Fairy-types, but Mawile is immune to it and the other Fairy-types don't take that much damage from it anyway. Iron Fist powers up Gurdurr's punching moves, but the benefits from Guts significantly outweigh it.

Checks and Counters
===================

**Poison-types**: Bulky Poison-types, such as Garbodor, Weezing, and Vileplume, resist Gurdurr's STAB moves and don't mind Knock Off too much. Garbodor can quickly wear down Gurdurr with Rocky Helmet damage, and Weezing and Vileplume can target Gurdurr's low Special Defense with Sludge Bomb.

**Fairy-types**: Mega Audino and Granbull are nuisances to Gurdurr. Mega Audino can easily survive Gurdurr's boosted attacks and force it out with Dazzling Gleam, while Granbull will cut Gurdurr's Attack with Intimidate and threaten it with Play Rough. Both of them are also faster than Gurdurr.

**Psychic-types**: Fast Psychic-types, such as Mesprit and Xatu, will deal serious damage to Gurdurr before it can use Knock Off. Mesprit OHKOes Gurdurr, while Xatu 2HKOes it and will usually survive a Knock Off followed by a Mach Punch. However, neither can safely switch into Gurdurr due to the threat of Knock Off.

**Flying-types**: Flying-types such as Fletchinder, Scyther, Rotom-S, and Vivillon resist Gurdurr's STAB moves and can either use Gurdurr as setup fodder or hit it hard with a STAB move. However, they must all be wary of switching into a Rock Slide, and only Fletchinder is not bothered by Knock Off.

**Offensive Pressure**: Gurdurr really needs a boost in order to be used to its fullest potential. Despite its bulk, enough repeated hits will wear it down and prevent it from reliably setting up. Its low Speed and reliance on Drain Punch are easy to take advantage of as well.

**Special Attackers**: Due to Gurdurr's low Special Defense even with Eviolite, it won't stand up to powerful special attacks such as Magmortar's Fire Blast and Samurott's Hydro Pump.
 
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Blast

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Mention in the Overview that's easy to wear down, CB Sneasel Icicle Crash or Kanga's Double-Edge does a ton since it usually relies on its bulk alone to check threats

You forgot to add Bulk Up in Moves

Flying-types in C&C

QC 2/3
 

Punchshroom

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First off, I believe 60 Def is sufficient in surviving 2 hits from both Adamant Silk Scarf Kanga's Double-Edge and LO Tauros's Rock Climb after SR damage.

Second off, I want to know what the Special Defense actually does for Gurdurr, otherwise there is no reason for Gurdurr to not just hit the next jump point in Attack.
 
60 defense EVs are enough, but it puts gurdurr's defense at an odd number missing out on a point from eviolite's defense boost. Not really sure what the special defense EVs are really for though.
 

boltsandbombers

i'm sorry mr. man
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First off, I believe 60 Def is sufficient in surviving 2 hits from both Adamant Silk Scarf Kanga's Double-Edge and LO Tauros's Rock Climb after SR damage.

Second off, I want to know what the Special Defense actually does for Gurdurr, otherwise there is no reason for Gurdurr to not just hit the next jump point in Attack.
I personally think the extra 4 EVs are useful to hit an Eviolite number, just for stat efficiency.
Here's a quick chat I had with Blast about this on ps
[14:43] Blast Chance: uh I just always used 60 spdef
[14:43] Blast Chance: because it gives some extra bulky
[14:43] Blast Chance: bulk*
[14:43] Blast Chance: and the atk is still enough to score a certain kill
[14:43] Blast Chance: that I forgot
[14:43] boltsandbombers: rip
[14:44] Blast Chance: ive used that spread since mid-xy tho, never saw a reason to use any more attack
[14:47] Blast Chance: oh I remember now
[14:47] Blast Chance: it was for white herb barb
[14:47] Blast Chance: so drain + mach always killed from full
[14:47] Blast Chance: although those are pretty nonexistent now
[14:47] boltsandbombers: gotcha
[14:48] boltsandbombers: but I still think the extra bulk is prob worth it
[14:49] Blast Chance: yea

Unless you really feel strongly about putting more Attack in, I'd rather keep the spread as is.
 

marilli

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May I ask why Stone Edge over Rock Slide? Stone Edge and Rock Slide both hits all the same damage thresholds on Scyther, especially at 136+ Attack (won't OHKO, but will with +1, or Eviolite Knocked Off). Only upside of Stone Edge seems to be more general damage (which could be worth, I suppose) and if you're 252+, you have a shot at OHKOing 248 HP / 4 Def Scyther, which Rock Slide can't. Fletch / Vivillion dies to both obviously. I feel the reveal is a big enough of a 'surprise' and it really blows to miss Stone Edge when it woulda killed with Rock Slide all the same.

Remove Togetic mentions.

everything looks good otherwise
 
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boltsandbombers

i'm sorry mr. man
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May I ask why Stone Edge over Rock Slide? Stone Edge and Rock Slide both hits all the same damage thresholds on Scyther, especially at 136+ Attack (won't OHKO, but will with +1, or Eviolite Knocked Off). Only upside of Stone Edge seems to be more general damage (which could be worth, I suppose) and if you're 252+, you have a shot at OHKOing 248 HP / 4 Def Scyther, which Rock Slide can't. Fletch / Vivillion dies to both obviously. I feel the reveal is a big enough of a 'surprise' and it really blows to miss Stone Edge when it woulda killed with Rock Slide all the same.

Remove Togetic mentions.

everything looks good otherwise
Yea, I agree with that - like you implied, its targets are 4x weak to it anyways, and I'll mention Stone Edge in moves bc it has a chance to OHKO Scyther from full HP which is nice if they try to SD in front of you.
Removed.
 

scorpdestroyer

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Hi boltsandbombers
- you have mentions of stone edge throughout the analysis, so make the change to rock slide where appropriate. Speaking of which stone edge probably should be in oo, but either way if you keep it there, when you mention edge in moves/wherever talk about how rock slide already gets the kos
- in team options you mention seed bomb garb as a quag lure, but seed bomb doesnt do enough to lure it too effectively, so maybe put toxic garb or specifically mention offensive garb seed bomb

QC 3/3 nice job

bolts edit: did, thanks
 
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Empress

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[OVERVIEW]

In a tier filled with powerful physical attackers, Gurdurr excels in its ability to tackle on top tier threats by virtue of its solid typing and bulk. Its access Access to STAB Drain Punch allows Gurdurr to heal itself, and Mach Punch gives it useful priority that makes it one of the best checks to common offensive Normal- and Dark-types such as Zangoose and Liepard. Common Psychic-types are a major issue for Gurdurr, however, as they can take advantage of its low Special Defense. Unfortunately Moreover, Gurdurr's low Speed leaves it reliant on Mach Punch to deal with faster Pokemon. Gurdurr can be worn down by repeated hits fairly quickly due to its lack of reliable recovery and low Speed.

[SET]
name: Bulky Attacker
move 1: Drain Punch
move 2: Mach Punch
move 3: Knock Off
move 4: Bulk Up / Rock Slide
item: Eviolite
ability: Guts
nature: Adamant
evs: 252 HP / 136 Atk / 64 Def / 56 SpD

[SET COMMENTS]
Moves
========

Drain punch Punch is a decently powerful STAB move that also recovers half the HP damage dealt to the foe. Mach Punch allows Gurdurr to revenge kill faster Pokemon such as Jynx and Pyroar. Knock Off is an important utility move that removes the opposing Pokemon's item and also hits Ghost- and Psychic-types such as Rotom, Mismagius, Mesprit, and Exeggutor. Bulk Up boosts Gurdurr's Attack and Defense, greatly increasing its power and survivability versus opposing physical attackers. Alternatively, Rock Slide can be used to hit Flying-types, particularly Scyther and Fletchinder.

Set Details
========

Eviolite increases Gurudurr's overall bulk to respectable levels. Guts allows Gurdurr to benefit from status conditions. The given EV spread along with an Adamant nature hits a jump point in Attack (which means...?), gives Gurdurr an Eviolite number in both defenses Defense and Special Defense (again, this means...?), and avoids the 2HKO from both Adamant Silk Scarf Kangaskhan's Double-Edge and Life Orb Tauros's Rock Climb after Stealth Rock damage.

Usage Tips
========

Early-(AH)game, Gurdurr should use Knock Off to get chip damage off or to cripple its checks, and there really aren't any drawbacks to using the move. Pivot into physical attackers such as Kangaskhan, Liepard, and Kabutops in order to gain momentum and threaten them with a STAB move. If using Rock Slide, don't reveal it too early, (AC) as it holds some surprise factor, so it is best used to hit Flying-types upon switch in or if you predict them to stay in on Gurdurr thinking that they have a free opportunity to set up. While Gurdurr is very effective at checking Dark-types, it is severely crippled by losing its Eviolite, so be wary of repeatedly switching Gurdurr in. Gurdurr can be used as a status absorber thanks to Guts, but it should stay away from Toxic users because the rapidly increasing residual damage is more detrimental to Gurdurr than the boost from Guts. Use Bulk Up when Gurdurr threatens the opposing Pokemon with a STAB move or against a more passive defensive Pokemon, especially those lacking Toxic, such as Torterra and Regirock.

Team Options
========

In order to combat the bulky Psychic-types which that trouble Gurdurr, Dark- and Ghost-types, such as Liepard, Haunter, and Mismagius make for good teammates. Conversely, Psychic-types themselves are excellent teammates, (AC) as they appreciates having a bulky check to Dark-types, and good examples include Xatu, Mesprit, and Musharna. Grass-types, such as Lilligant, Torterra, and Ludicolo, appreciate Gurdurr eliminating troublesome Flying-types with Rock Slide. Quagsire is a major nuisance for Gurdurr because it ignores Gurdurr's Bulk Up boosts with Unaware and has reliable recovery to repeatedly take Gurdurr's hits, so those Grass-type Pokemon make for good teammates, (AC) as they can dispatch of or pressure Quagsire. In addition, Pokemon with specific Grass-type coverage moves to target Quagsire such as Hidden Power Grass Archeops, Grass Knot Mega Audino, and Offensive Garbodor with Seed Bomb are good partners. Poison- and Steel-types such as Garbodor, Weezing, Klinklang, and Mawile are helpful to threaten Fairy-types such as Mega Audino and Granbull.

[STRATEGY COMMENTS]
Other Options
=============

Ice Punch can be used to hit Vileplume, but other Flying-types which that would be targeted by Ice Punch take massive damage from Rock Slide, and other Grass-types are either setup bait or can shrug off Ice Punches easily. Stone Edge is slightly stronger than Rock Slide but it comes at the cost of being less accurate. Poison Jab hits Fairy-types, but Mawile it is immune to it and the other Fairy-types don't take that much damage from it anyways. Iron Fist powers up Gurdurr's punching moves, but the benefits from Guts significantly outweigh it.

Checks and Counters
===================

**Poison-types**: Bulky Poison-types, such as Garbodor, Weezing, and Vileplume, resist Gurdurr's STAB moves and don't mind Knock Off too much. Garbodor can quickly wear down Gurdurr with Rocky Helmet damage and Weezing and Vileplume can target Gurdurr's low Special Defense with Sludge Bomb.

**Fairy-types**: Mega Audino and Granbull are nuisances to Gurdurr. Mega Audino can easily survive Gurdurr's boosted attacks and force it out with Dazzling Gleam, while Granbull will cut Gurdurr's Attack with Intimidate and threaten it with Play Rough. Both of them aforementioned Fairy-types are also faster than Gurdurr.

**Psychic-types**: Fast Psychic-types, such as Mesprit and Xatu, will deal serious damage to Gurdurr before it can use Knock Off. Mesprit OHKOes Gurdurr, while Xatu 2HKOes it and will usually survive a Knock Off followed by a Mach Punch. However, neither can safely switch into Gurdurr due to the threat of Knock Off.

**Flying-types**: Flying-types such as Fletchinder, Scyther, Rotom-S, and Vivillon resist Gurdurr's STAB moves and can either use Gurdurr as setup fodder or hit it hard with a STAB move. However, they must all be wary of switching into a Rock Slide, (AC) and only Fletchinder is not bothered by Knock Off.

**Offensive Pressure**: Gurdurr really needs a boost in order to be used to its fullest potential. Despite its bulk, enough repeated hits will wear it down and prevent it from reliably setting up. Its low Speed and reliance on Drain Punch are easy to take advantage of as well.

**Special Attackers**: Due to Gurdurr's low Special Defense even with Eviolite, it won't stand up to powerful special attacks such as Magmortar's Fire Blast or and Samurott's Hydro Pump.

GP 1/2

bolts edit: implemented thx
 
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Lumari

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[OVERVIEW]

In a tier filled with powerful physical attackers, Gurdurr excels in its ability to tackle on top-tier (add hyphen) threats by virtue of its solid typing and bulk. Access to STAB Drain Punch allows Gurdurr to heal itself, and Mach Punch gives it useful priority that makes it one of the best checks to common offensive Normal- and Dark-types such as Zangoose and Liepard. Common Psychic-types are a major issue for Gurdurr, however, as they can take advantage of its low Special Defense. Moreover, Gurdurr's low Speed leaves it reliant on Mach Punch to deal with faster Pokemon, (comma) and Gurdurr can be worn down by repeated hits fairly quickly due to its lack of reliable recovery and low Speed.

[SET]
name: Bulky Attacker
move 1: Drain Punch
move 2: Mach Punch
move 3: Knock Off
move 4: Bulk Up / Rock Slide
item: Eviolite
ability: Guts
nature: Adamant
evs: 252 HP / 136 Atk / 64 Def / 56 SpD

[SET COMMENTS]
Moves
========

Drain Punch is a decently powerful STAB move that also recovers half the damage dealt to the foe. Mach Punch allows Gurdurr to revenge kill faster Pokemon such as Jynx and Pyroar. Knock Off is an important utility move that removes the opposing Pokemon's item and also hits Ghost- and Psychic-types such as Rotom, Mismagius, Mesprit, and Exeggutor. Bulk Up boosts Gurdurr's Attack and Defense, greatly increasing its power and survivability longevity versus opposing physical attackers. Alternatively, Rock Slide can be used to hit Flying-types, particularly Scyther and Fletchinder.

Set Details
========

Eviolite increases Gurudurr's Gurdurr's overall bulk to respectable levels. Guts allows Gurdurr to benefit from status conditions. The given EV spread along with an Adamant nature hits a jump point in Attack, gives Gurdurr an Eviolite number in both Defense and Special Defense, and avoids the 2HKO from both Adamant Silk Scarf Kangaskhan's Double-Edge and Life Orb Tauros's Rock Climb after Stealth Rock damage.

Usage Tips
========

Early-game, Gurdurr should use Knock Off to get chip damage off or to cripple its checks, and there really aren't any drawbacks to using the move. Pivot into physical attackers such as Kangaskhan, Liepard, and Kabutops in order to gain momentum and threaten them with a STAB move. If using Rock Slide, don't reveal it too early, as it holds some surprise factor, so it is best used to hit Flying-types upon as they switch in or if you predict them to stay in on Gurdurr thinking that they have a free opportunity to set up. While Gurdurr is very effective at checking Dark-types, it is severely crippled by losing its Eviolite and they commonly run Knock Off, (clarification, assuming I understood it properly) so be wary of repeatedly switching Gurdurr in on them. Gurdurr can be used as a status absorber thanks to Guts, but it should stay away from Toxic users because the rapidly increasing residual damage is more detrimental to Gurdurr than the boost from Guts. Use Bulk Up when Gurdurr threatens the opposing Pokemon with a STAB move or against more passive defensive Pokemon, especially those lacking Toxic, such as Torterra and Regirock.

Team Options
========

In order to combat the bulky Psychic-types that trouble Gurdurr, Dark- and Ghost-types (RC) such as Liepard, Haunter, and Mismagius make for good teammates. Conversely, Psychic-types themselves are excellent teammates, as they appreciates appreciate having a bulky check to Dark-types, and good examples include Xatu, Mesprit, and Musharna. Grass-types, such as Lilligant, Torterra, and Ludicolo, appreciate Gurdurr eliminating troublesome Flying-types with Rock Slide. Quagsire is a major nuisance for Gurdurr because it ignores Gurdurr's Bulk Up boosts with Unaware and has reliable recovery to repeatedly take Gurdurr's hits, so those Grass-type Pokemon make for good teammates too, as they can dispatch of or pressure Quagsire. In addition, Pokemon with specific Grass-type coverage moves to target Quagsire, (AC) such as Hidden Power Grass Archeops, Grass Knot Mega Audino, and offensive Garbodor with Seed Bomb, (AC) are good partners. Poison- and Steel-types such as Garbodor, Weezing, Klinklang, and Mawile are helpful to threaten Fairy-types such as Mega Audino and Granbull.

[STRATEGY COMMENTS]
Other Options
=============

Ice Punch can be used to hit Vileplume, but other Flying-types that would be targeted by Ice Punch take massive damage from Rock Slide, and other Grass-types either are either setup bait or can shrug off Ice Punches easily. Stone Edge is slightly stronger than Rock Slide, (AC) but it comes at the cost of being less accurate. Poison Jab hits Fairy-types, but Mawile is immune to it and the other Fairy-types don't take that much damage from it anyways anyway. Iron Fist powers up Gurdurr's punching moves, but the benefits from Guts significantly outweigh it.

Checks and Counters
===================

**Poison-types**: Bulky Poison-types, such as Garbodor, Weezing, and Vileplume, resist Gurdurr's STAB moves and don't mind Knock Off too much. Garbodor can quickly wear down Gurdurr with Rocky Helmet damage, (AC) and Weezing and Vileplume can target Gurdurr's low Special Defense with Sludge Bomb.

**Fairy-types**: Mega Audino and Granbull are nuisances to Gurdurr. Mega Audino can easily survive Gurdurr's boosted attacks and force it out with Dazzling Gleam, while Granbull will cut Gurdurr's Attack with Intimidate and threaten it with Play Rough. Both of them are also faster than Gurdurr.

**Psychic-types**: Fast Psychic-types, such as Mesprit and Xatu, will deal serious damage to Gurdurr before it can use Knock Off. Mesprit OHKOes Gurdurr, while Xatu 2HKOes it and will usually survive a Knock Off followed by a Mach Punch. However, neither can safely switch into Gurdurr due to the threat of Knock Off.

**Flying-types**: Flying-types such as Fletchinder, Scyther, Rotom-S, and Vivillon resist Gurdurr's STAB moves and can either use Gurdurr as setup fodder or hit it hard with a STAB move. However, they must all be wary of switching into a Rock Slide, and only Fletchinder is not bothered by Knock Off.

**Offensive Pressure**: Gurdurr really needs a boost in order to be used to its fullest potential. Despite its bulk, enough repeated hits will wear it down and prevent it from reliably setting up. Its low Speed and reliance on Drain Punch are easy to take advantage of as well.

**Special Attackers**: Due to Gurdurr's low Special Defense even with Eviolite, it won't stand up to powerful special attacks such as Magmortar's Fire Blast and Samurott's Hydro Pump.
GP 2/2
bolts edit: implemented, thanks; uploaded this
 
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