[OVERVIEW]
Grimmsnarl is an effective wallbreaker thanks to its strong offensive typing and good coverage, allowing it to pressure many Pokemon in the tier. The STAB combination of Darkest Lariat and Play Rough hits most of the tier for significant damage, while the few that can survive such as Stakataka and Mudsdale have to be wary of coverage in Superpower and Power Whip. The main problems for Grimmsnarl lie in its mediocre Speed, bulk, and move power, all limiting its wallbreaking capabilities and entry points onto the field. Its low-Base Power moves make it prediction reliant to effectively wallbreak while still having trouble breaking through physical walls such as Mudsdale, Weezing, and Sylveon. Its typing also provides few resistances to supplement its already average defensive stats.
[SET]
name: Wallbreaker
move 1: Darkest Lariat
move 2: Play Rough
move 3: Superpower / Power Whip
move 4: Sucker Punch / Power Whip
item: Choice Band
ability: Frisk
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe
[SET COMMENTS]
Set Details
====
Superpower cleanly KOes common Steel-types such as Stakataka and Copperajah while also being a decent midground option due to its high-Base Power, although Low Kick could be used to hit Steel-types without the stat drops that come with Superpower. Similarly, Power Whip targets other physically defensive Pokemon, such as Quagsire, Diancie, and Vaporeon. Frisk scouts opposing items for Grimmsnarl and its teammates.
Due to Grimmsnarl's subpar defensive capabilities and Speed, pivots such as Xatu and Rotom-C are greatly appreciated. Xatu checks common Grimmsnarl nuisances such as Weezing, Vileplume, and Mudsdale and allows Grimmsnarl safe entry onto the field with Teleport. Likewise, Rotom-C lures in and pivots on Dragon-types such as Guzzlord and Alolan Exeggutor while also defensively checking Mudsdale and Diancie. Bulky Poison- and Fire-types such as Weezing, Vileplume, and Talonflame can oftentimes prevent Grimmsnarl from effectively wallbreaking. As a result, teammates such as Salazzle and Indeedee-F are practical, with the latter also providing Healing Wish support, although Psychic Terrain can end up blocking Sucker Punch. Powerful late-game cleaners such as Passimian and Silvally-Ground value Grimmsnarl weakening their checks while also having stronger matchups against offense teams, which Grimmsnarl greatly appreciates.
[STRATEGY COMMENTS]
Other Options
====
Utilizing Prankster and Trick on Choice Band variants is a viable option to immediately cripple a threat like Vileplume or Weezing. However, while it may be useful to weaken a foe, Grimmsnarl afterwards will lack even more wallbreaking power, making it less of a threat itself.
Prankster dual screens works on hyper offense teams to support setup sweepers like Salazzle and Silvally-Ground, and Grimmsnarl can also provide speed control with Thunder Wave. However, such teams are inconsistent because of dual screens' limited duration.
Taunt with three attacks allows Grimmsnarl to still weaken the walls it normally forces in, such as Sylveon and Mudsdale, with Taunt restricting their potential utility moves. However, it requires adequate prediction to use more effectively. Protective Pads means a cleric isn't as necessary, as Grimmsnarl no longer fears potential Flame Body and Effect Spore effects from Talonflame and Vileplume while also bypassing Rocky Helmet users.
Substitute + Bulk Up makes Grimmsnarl harder to KO, especially because of Prankster giving it fast Substitutes to scout Choice item foes like Passimian and Indeedee-F, but Grimmsnarl is heavily outclassed by Scrafty, as it's much bulkier, has Knock Off to soften up checks, and has better longevity with Rest + Shed Skin.
Checks and Counters
====
**Poison-types**: Bulky Poison-types in Weezing, Vileplume, and Garbodor can reliably switch into most of Grimmsnarl's attacks and threaten it with their STAB moves. Though, Darkest Lariat can 2HKO them with small chip damage, so they need to be cautious.
**Fire-types**: The most common Fire-type, Talonflame, can switch into any non-Darkest Lariat move with ease, threatening a burn with each turn Grimmsnarl attacks. While Salazzle cannot switch in, it can easily revenge kill or set up on a Choice-locked Grimmsnarl. Meanwhile, while less common, Arcanine is a reliable counter, as it is not threatened by any of Grimmsnarl's moves and is able to threaten back with status or pivot to a different Pokemon.
**Physical Walls**: Besides the bulky Poison-types, many other common physical walls in Diancie, Sylveon, and Mudsdale can all limit Grimmsnarl's offensive capabilities. However, they still need to be careful, as if it chooses the correct move, they can be 2HKOed.
[CREDITS]
- Written by: [[turtledoggo1, 503907]]
- Quality checked by: [[Togkey, 400664], [poh, 298730]]
- Grammar checked by: [[Rabia, 336073], [UT, 523866]]
Grimmsnarl is an effective wallbreaker thanks to its strong offensive typing and good coverage, allowing it to pressure many Pokemon in the tier. The STAB combination of Darkest Lariat and Play Rough hits most of the tier for significant damage, while the few that can survive such as Stakataka and Mudsdale have to be wary of coverage in Superpower and Power Whip. The main problems for Grimmsnarl lie in its mediocre Speed, bulk, and move power, all limiting its wallbreaking capabilities and entry points onto the field. Its low-Base Power moves make it prediction reliant to effectively wallbreak while still having trouble breaking through physical walls such as Mudsdale, Weezing, and Sylveon. Its typing also provides few resistances to supplement its already average defensive stats.
[SET]
name: Wallbreaker
move 1: Darkest Lariat
move 2: Play Rough
move 3: Superpower / Power Whip
move 4: Sucker Punch / Power Whip
item: Choice Band
ability: Frisk
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe
[SET COMMENTS]
Set Details
====
Superpower cleanly KOes common Steel-types such as Stakataka and Copperajah while also being a decent midground option due to its high-Base Power, although Low Kick could be used to hit Steel-types without the stat drops that come with Superpower. Similarly, Power Whip targets other physically defensive Pokemon, such as Quagsire, Diancie, and Vaporeon. Frisk scouts opposing items for Grimmsnarl and its teammates.
Due to Grimmsnarl's subpar defensive capabilities and Speed, pivots such as Xatu and Rotom-C are greatly appreciated. Xatu checks common Grimmsnarl nuisances such as Weezing, Vileplume, and Mudsdale and allows Grimmsnarl safe entry onto the field with Teleport. Likewise, Rotom-C lures in and pivots on Dragon-types such as Guzzlord and Alolan Exeggutor while also defensively checking Mudsdale and Diancie. Bulky Poison- and Fire-types such as Weezing, Vileplume, and Talonflame can oftentimes prevent Grimmsnarl from effectively wallbreaking. As a result, teammates such as Salazzle and Indeedee-F are practical, with the latter also providing Healing Wish support, although Psychic Terrain can end up blocking Sucker Punch. Powerful late-game cleaners such as Passimian and Silvally-Ground value Grimmsnarl weakening their checks while also having stronger matchups against offense teams, which Grimmsnarl greatly appreciates.
[STRATEGY COMMENTS]
Other Options
====
Utilizing Prankster and Trick on Choice Band variants is a viable option to immediately cripple a threat like Vileplume or Weezing. However, while it may be useful to weaken a foe, Grimmsnarl afterwards will lack even more wallbreaking power, making it less of a threat itself.
Prankster dual screens works on hyper offense teams to support setup sweepers like Salazzle and Silvally-Ground, and Grimmsnarl can also provide speed control with Thunder Wave. However, such teams are inconsistent because of dual screens' limited duration.
Taunt with three attacks allows Grimmsnarl to still weaken the walls it normally forces in, such as Sylveon and Mudsdale, with Taunt restricting their potential utility moves. However, it requires adequate prediction to use more effectively. Protective Pads means a cleric isn't as necessary, as Grimmsnarl no longer fears potential Flame Body and Effect Spore effects from Talonflame and Vileplume while also bypassing Rocky Helmet users.
Substitute + Bulk Up makes Grimmsnarl harder to KO, especially because of Prankster giving it fast Substitutes to scout Choice item foes like Passimian and Indeedee-F, but Grimmsnarl is heavily outclassed by Scrafty, as it's much bulkier, has Knock Off to soften up checks, and has better longevity with Rest + Shed Skin.
Checks and Counters
====
**Poison-types**: Bulky Poison-types in Weezing, Vileplume, and Garbodor can reliably switch into most of Grimmsnarl's attacks and threaten it with their STAB moves. Though, Darkest Lariat can 2HKO them with small chip damage, so they need to be cautious.
**Fire-types**: The most common Fire-type, Talonflame, can switch into any non-Darkest Lariat move with ease, threatening a burn with each turn Grimmsnarl attacks. While Salazzle cannot switch in, it can easily revenge kill or set up on a Choice-locked Grimmsnarl. Meanwhile, while less common, Arcanine is a reliable counter, as it is not threatened by any of Grimmsnarl's moves and is able to threaten back with status or pivot to a different Pokemon.
**Physical Walls**: Besides the bulky Poison-types, many other common physical walls in Diancie, Sylveon, and Mudsdale can all limit Grimmsnarl's offensive capabilities. However, they still need to be careful, as if it chooses the correct move, they can be 2HKOed.
[CREDITS]
- Written by: [[turtledoggo1, 503907]]
- Quality checked by: [[Togkey, 400664], [poh, 298730]]
- Grammar checked by: [[Rabia, 336073], [UT, 523866]]
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