Budew (QC 2/4)


QC Checks: --- / --- / --- / ---
GP Checks: --- / ---

taken over from kingmidas

[OVERVIEW]
  • + Has access to reliable recovery and great ability for a defensive mon
  • + Has key resistances to fighting, fairy, water and electric, and above average bulk
  • + Has spikes for supporting the team
  • - Suffers heavy competition from foongus and chespin, the former shares the same typing and regenerator, while the latter can set up spikes easier and its pure grass typing, alongside its unique ability in bulletproof, lets it check more
  • - Steel types easily come in on Budew
  • - Can not handle strong attackers, such as Gastly, or set up sweepers, such as Timburr
  • - Gothita traps and eliminates budew

[SET]
name: Defensive
move 1: Spikes
move 2: Synthesis / Rest
move 3: Sludge Bomb
move 4: Giga Drain / Hidden Power Fighting
ability: Natural Cure
item: Eviolite
evs: 36 HP / 236 Def / 36 Spa / 196 SpD
nature: Bold

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

  • spikes is budews main niche and way of supporting its team
  • synthesis is pretty good recovery, with its downfall is its low PP
  • rest synergizes well w natural cure, but it give the opponent a free turn on your switch
  • sludge bomb is good stab, hitting things neutrally and nailing fairy- and grass-types
  • giga drain is stab, hits water- and ground- types while recovering health
  • hp fighting is good neutral coverage with sludge bomb and hits pawniard
Set Details
========

  • the evs and nature give budew good bulk from both sides to help tank hits from both sides alongside its great resistances
  • eviolite is used alongside the EV spread because budew has reliable recovery and hits eviolite numbers
  • natural cure lets it absorb status and heal it off once it switches out, making it a solid status absorber and scald-switchin. also makes rest a good option. natural cure also takes advantage of sleep, waking the user up on the switch
  • If running HP fighting, use a spread of 36 HP / 240 Def / 200 SpD to accommodate for the iv drops
Usage Tips
========

  • the aim of the set is to use budew's decent defensive typing and good bulk to set up spikes to support teammates.
  • against defensive teams you can switch in on a lot of mons and lay down spikes and find many times to heal up, but against offensive teams your pretty much only gonna be able to set up spikes.
  • budew should switch into status users such as porygon and pumpkaboo-super, as its good bulk and natural cure lets it set up spikes on them while healing up health and status.
  • if you run rest, switch out after use
Team Options
========

  • budew appreciates answers to psychic and fire types, so pokemon such as stunky and staryu are good partners, as stunky pursuit traps psychic types and is immune to their STAB, while staryu forms two thirds of a FWG core.
  • fire and water types, such as ponyta or chinchou, respectively, are great partners to form a FWG core and cover each others weaknesses.
  • sweepers that enjoy budews ability to lay spikes are also good partners.
  • fighting-types, such as timburr, mienfoo, or pancham can handle steel types that plague budew, but stack a flying weakness
  • rock types, such as tirtouga and archen, appreciate budew's ability to handle grass-, fighting-, water-, and electric- type pokemon. in return, they handle flying- and fire-types for budew.
[STRATEGY COMMENTS]
Other Options
=============

  • sleep powders cool, but sleep immunities suck (i.e magby, spinirak, elekid, overcoat users)
  • extrasensory hits fighting- and poison-types
  • hidden power fire for hitting ferroseed while still hitting steel types
  • an offensive set with leaf storm, sludge bomb, rest, and hidden power fighting can be run with a spread of 160 Def / 120 SpA / 40 SpD / 160 Spe and a modest nature
  • toxic to wear down stuff like vullaby
  • stun spore paralyzes stuff

Checks & Counters
===================

**Steel-types**: Ferroseed and Pawniard wall Budew that lackHidden Power Fighting or Hidden Power Fire. Ferroseed can lay hazards alongside Budew or knock off its eviolite, and Pawniard can Knock Off Budew's Eviolite and set up.

**Psychic-types**: Gothita can trap and eliminate Budew, while Abra can come in on Spikes or come in after something died and threaten Budew with a Psychic.

**Hazard Removers** Hazard removers, such as Archen or Vullaby, can remove Spikes that Budew had set

**Taunt users** Taunt users, such as Voltorb, Onix, or Mienfoo, can stop Budew from setting Spikes or recovering.

**Flying-types**: Archen can defog away Spikes and threaten Budew with Acrobatics, while Fletchling and Doduo can use it for set up bait or KO Budew.
 
Last edited:
Hi astroboy

Overview

- "while the latter can set up spikes easier and its pure grass typing lets it check more" Bulletproof is a big part of that as well.

Moves
- don't say a move kinda sucks if it's on the set lol, just compare the advantages and disadvantages of Synthesis and Rest.

Set Details
- "natural cure also takes advantage of sleep, waking the user up on the switch" more specifically, Rest

Team Options
- Add a couple Fire/Water mons as examples for building cores; Ponyta, Chinchou, etc. On the same note, add a few examples for Fighting-types and setup sweepers as you mention them.
- Stunky also handles Gastly pretty well.

Checks and Counters
- Add Mienfoo to Taunt users

QC 2/4
 

Tricking

MALDINI
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World Defender
[OVERVIEW]
- Steel types easily switch into Budew lacking Hidden Power Fighting/Fire.

[SET]

item: Eviolite
ability: Natural Cure
nature: Bold
evs: 36 HP / 236 Def / 36 Spa / 196 SpD

(fix the order)

Slash Hidden Power Fire in move 4 and give the explanation in "Moves". Basically the difference is that with HP Fire you hit Ferroseed with x4 effectiveness, while with HP Fighting you can hit Pawniard on the switch in.

Team options:
- As, Budew sets Spikes up, mention spinblockers (pumpkaboo-s and Frillish are even good in fwg core) and Pawniard for defoggers.

OO:
- remove HP Fire as you are slashing it in the main set.
- an offensive set with leaf storm, sludge bomb, rest, and hidden power fighting/fire can be run with a spread of 160 Def / 120 SpA / 40 SpD / 160 Spe and a modest nature.

Checks and Counters:
**Psychic-types**: Gothita can trap and eliminate Budew, while Abra can come in on Spikes or come in after something died and threaten Budew with a Psychic or use Substitute while Budew is switching out.

**Taunt users** Taunt users, such as Stunky, Onix, Cottonee, and Mienfoo, can stop Budew from setting Spikes or recovering. (Voltorb isn't worthy of a mention here).

**Flying-types**: Archen can defog away Spikes and threaten Budew with Acrobatics forcing Budew to switch out, while Fletchling and Doduo can use it for set up bait, KO Budew, or gain momentum on the switch.

Reorder them following this order:
- Flying-types
- Psychic-types
- Taunt users
- Hazards removers
- Steel-types

QC 3/4
 

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