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Gurdurr
[Overview]
<p>RU is perhaps the tier most abundant in usable Fighting-types. Between Gallade, Medicham, Hitmonlee, and others, Gurdurr can find it hard to fit onto teams. Initially, it would appear to be outclassed, being slower and weaker offensively than the other Fighting-types. A shallow movepool and average stats do it no favors, either. It does, however, have some unique features. Access to Eviolite's defensive boosts means its bulk becomes very impressive, especially with Bulk Up. Guts is another useful tool for Gurdurr, enabling it to fearlessly switch into stray Scalds and then recover health with STAB Drain Punch. The Bulk Up set is really the only one that should be considered; all other sets are outclassed by other Fighting-types in the tier. Despite being a one-trick pony, it does its trick well. It will certainly not blow holes in teams on the first turn it is sent out, but given a few turns to get rolling, it can become almost unstoppable.</p>
[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Drain Punch
move 3: Payback / Stone Edge
move 4: Mach Punch
item: Eviolite
ability: Guts
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD
[SET COMMENTS]
<p>This set can be an absolute menace to stop if it is allowed to get a few boosts under its belt. Bulk Up is its main move, and it is an absolutely amazing setup move on a slow, bulky sweeper like Gurdurr. After boosting both its Attack and Defense, Gurdurr can tank more hits and then recover damage with Drain Punch. Drain Punch is its reliable STAB move, and is also essential as the only form of recovery Gurdurr can effectively use. The options for a coverage move are few and far between. Payback is great on a slow sweeper, as it will more often than not have its power doubled. It also hits the Ghost- and Psychic-types that can reliably take Drain Punch. Stone Edge is the other main option, and it has good utility in hitting Mandibuzz, Moltres, and Scyther hard, as they would otherwise be able to beat Gurdurr with relative ease. Mach Punch rounds off the set, and is great for circumventing Gurdurr's low Speed. Finishing off weakened foes is always nice, and it becomes surprisingly powerful after a Bulk Up or two.</p>
[ADDITIONAL COMMENTS]
<p>The The EV spread patches up Gurdurr's weaker defensive stat, allowing it to switch into neutral special attacks from walls with ease. There are a number of other options for the EV spread. One alternative is 252 HP / 252 Atk / 4 SpD with an Adamant nature; using this spread, Gurdurr will hit much harder right off the bat, though at the cost of a significant amount of bulk. If this spread is chosen, then you must be more careful about what you switch Gurdurr into, as it will not take attacks nearly as well; however, more recovery will be gained from Drain Punch straight away, somewhat compensating for the lack of bulk. It is also possible to run a Sassy nature with the first EV spread, and Brave with the second spread, along with 0 Speed IVs. This will ensure that Gurdurr is slower than Slowking, doubling Payback's power. Guts is a great ability on Gurdurr, and it should be taken advantage of by switching into Scald, Sludge Bomb, Will-O-Wisp, and other such status-inducing moves.</p>
<p>Despite Guts, Gurdurr hates Toxic and Toxic Spikes, as it will be worn down far too quickly. Skuntank and Drapion are thus great partners, as they can absorb Toxic Spikes and Pursuit trap Ghost- and Psychic-types that make Gurdurr miserable, especially if it doesn't run Payback. As Cofagrigus has Mummy to negate the effect of Guts, a teammate to take its Will-O-Wisp is appreciated. Fire-types such as Entei or Typhlosion work very well, being able to switch in for free and scare Cofagrigus away with their powerful STAB moves. Qwilfish can switch into any of Gurdurr's attacks with ease and cripple it with Intimidate or eliminate any of the boosts it may have gained with Haze, so having a teammate to switch in on Qwilfish is another good idea. Sceptile and Rotom-C both do this job efficiently; the latter can also maintain momentum with Volt Switch.</p>
[Other Options]
<p>Gurdurr has a few other tricks it can make use of, but they are generally done better by other Fighting-types. It can take advantage of Guts by using a Flame Orb or Toxic Orb, but this will severely limit Gurdurr's longevity and durability, and Hariyama will generally do this more effectively. A Choice Band set would also be possible with Superpower or Hammer Arm, but again, it would lack the necessary bulk to be effective due to the loss of Eviolite. It can also use Substitute and Focus Punch, but reasons for deviating from the standard in this case are few and far between.</p>
[Checks and Counters]
<p>Faster Psychic-types in general are the bane of Gurdurr's existence, as they can take Mach Punch and lay down the hurt with their STAB moves. Cofagrigus is probably one of the best counters, being able to burn Gurdurr and get rid of Guts with Mummy. Intimidate users such as Qwilfish also stop it cold. Gallade and Medicham both make excellent checks due to their natural resistance to anything Gurdurr can throw at them and access to super effective STAB moves. Trick users completely cripple Gurdurr, and Mesprit and Rotom are both proficient at this because of their resistance and immunity to Fighting-type moves, respectively. Sigilyph can easily boost up alongside Gurdurr and OHKO it with a powerful Stored Power, but it does have to be wary of untimely critical hits. Slowking makes a good check to any Gurdurr not running the slower spread, as it can tank a hit or two and deal heavy damage with its STAB Psychic-type attacks, healing off damage later with Slack Off or Regenerator. Tangrowth can switch into Gurdurr all day due to Regenerator, put it to sleep, and wear it down with Leech Seed.</p>
[Unreleased]
<p>Iron Fist is an interesting ability which will power up both Drain Punch and Mach Punch. Missing out on Guts does limit some of Gurdurr's usefulness, however.</p>
[Overview]
<p>RU is perhaps the tier most abundant in usable Fighting-types. Between Gallade, Medicham, Hitmonlee, and others, Gurdurr can find it hard to fit onto teams. Initially, it would appear to be outclassed, being slower and weaker offensively than the other Fighting-types. A shallow movepool and average stats do it no favors, either. It does, however, have some unique features. Access to Eviolite's defensive boosts means its bulk becomes very impressive, especially with Bulk Up. Guts is another useful tool for Gurdurr, enabling it to fearlessly switch into stray Scalds and then recover health with STAB Drain Punch. The Bulk Up set is really the only one that should be considered; all other sets are outclassed by other Fighting-types in the tier. Despite being a one-trick pony, it does its trick well. It will certainly not blow holes in teams on the first turn it is sent out, but given a few turns to get rolling, it can become almost unstoppable.</p>
[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Drain Punch
move 3: Payback / Stone Edge
move 4: Mach Punch
item: Eviolite
ability: Guts
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD
[SET COMMENTS]
<p>This set can be an absolute menace to stop if it is allowed to get a few boosts under its belt. Bulk Up is its main move, and it is an absolutely amazing setup move on a slow, bulky sweeper like Gurdurr. After boosting both its Attack and Defense, Gurdurr can tank more hits and then recover damage with Drain Punch. Drain Punch is its reliable STAB move, and is also essential as the only form of recovery Gurdurr can effectively use. The options for a coverage move are few and far between. Payback is great on a slow sweeper, as it will more often than not have its power doubled. It also hits the Ghost- and Psychic-types that can reliably take Drain Punch. Stone Edge is the other main option, and it has good utility in hitting Mandibuzz, Moltres, and Scyther hard, as they would otherwise be able to beat Gurdurr with relative ease. Mach Punch rounds off the set, and is great for circumventing Gurdurr's low Speed. Finishing off weakened foes is always nice, and it becomes surprisingly powerful after a Bulk Up or two.</p>
[ADDITIONAL COMMENTS]
<p>The The EV spread patches up Gurdurr's weaker defensive stat, allowing it to switch into neutral special attacks from walls with ease. There are a number of other options for the EV spread. One alternative is 252 HP / 252 Atk / 4 SpD with an Adamant nature; using this spread, Gurdurr will hit much harder right off the bat, though at the cost of a significant amount of bulk. If this spread is chosen, then you must be more careful about what you switch Gurdurr into, as it will not take attacks nearly as well; however, more recovery will be gained from Drain Punch straight away, somewhat compensating for the lack of bulk. It is also possible to run a Sassy nature with the first EV spread, and Brave with the second spread, along with 0 Speed IVs. This will ensure that Gurdurr is slower than Slowking, doubling Payback's power. Guts is a great ability on Gurdurr, and it should be taken advantage of by switching into Scald, Sludge Bomb, Will-O-Wisp, and other such status-inducing moves.</p>
<p>Despite Guts, Gurdurr hates Toxic and Toxic Spikes, as it will be worn down far too quickly. Skuntank and Drapion are thus great partners, as they can absorb Toxic Spikes and Pursuit trap Ghost- and Psychic-types that make Gurdurr miserable, especially if it doesn't run Payback. As Cofagrigus has Mummy to negate the effect of Guts, a teammate to take its Will-O-Wisp is appreciated. Fire-types such as Entei or Typhlosion work very well, being able to switch in for free and scare Cofagrigus away with their powerful STAB moves. Qwilfish can switch into any of Gurdurr's attacks with ease and cripple it with Intimidate or eliminate any of the boosts it may have gained with Haze, so having a teammate to switch in on Qwilfish is another good idea. Sceptile and Rotom-C both do this job efficiently; the latter can also maintain momentum with Volt Switch.</p>
[Other Options]
<p>Gurdurr has a few other tricks it can make use of, but they are generally done better by other Fighting-types. It can take advantage of Guts by using a Flame Orb or Toxic Orb, but this will severely limit Gurdurr's longevity and durability, and Hariyama will generally do this more effectively. A Choice Band set would also be possible with Superpower or Hammer Arm, but again, it would lack the necessary bulk to be effective due to the loss of Eviolite. It can also use Substitute and Focus Punch, but reasons for deviating from the standard in this case are few and far between.</p>
[Checks and Counters]
<p>Faster Psychic-types in general are the bane of Gurdurr's existence, as they can take Mach Punch and lay down the hurt with their STAB moves. Cofagrigus is probably one of the best counters, being able to burn Gurdurr and get rid of Guts with Mummy. Intimidate users such as Qwilfish also stop it cold. Gallade and Medicham both make excellent checks due to their natural resistance to anything Gurdurr can throw at them and access to super effective STAB moves. Trick users completely cripple Gurdurr, and Mesprit and Rotom are both proficient at this because of their resistance and immunity to Fighting-type moves, respectively. Sigilyph can easily boost up alongside Gurdurr and OHKO it with a powerful Stored Power, but it does have to be wary of untimely critical hits. Slowking makes a good check to any Gurdurr not running the slower spread, as it can tank a hit or two and deal heavy damage with its STAB Psychic-type attacks, healing off damage later with Slack Off or Regenerator. Tangrowth can switch into Gurdurr all day due to Regenerator, put it to sleep, and wear it down with Leech Seed.</p>
[Unreleased]
<p>Iron Fist is an interesting ability which will power up both Drain Punch and Mach Punch. Missing out on Guts does limit some of Gurdurr's usefulness, however.</p>