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PU Grumpig

nice purple mons

326.gif


QC: Galbia / Anty / Montsegur
GP: P Squared / Kingler12345


Overview
########

Grumpig acts as a utility and support Pokemon and is mainly used on defensive and bulky offensive teams to counter Ninetales, Regice, and Aurorus thanks to Thick Fat, a great ability that lets it tank Fire- and Ice-types moves even better. Grumpig is pretty fast for a defensively oriented Pokemon and can perform the roles of both phazer and cleric in one moveset thanks to its access to Whirlwind and Heal Bell, making it versatile and useful in every stage of the match while being more effective than Hypno. Grumpig can also make use of status moves such as Thunder Wave and Toxic to slow down and wear down the enemy team, especially with entry hazard support and Whirlwind. However, its limited coverage due to its moveset being utility-focused and its lack of recovery outside of Leftovers keep it from being an excellent Pokemon.

Utility Support
########
name: Utility Support
move 1: Psychic / Seismic Toss
move 2: Whirlwind
move 3: Thunder Wave / Toxic
move 4: Heal Bell / Taunt
ability: Thick Fat
item: Leftovers
evs: 252 HP / 4 SpA / 252 SpD
nature: Calm

Moves
========

Psychic is Grumpig's main STAB move, and paired with Grumpig's decent Special Attack it manages to hit Fighting- and Poison-types hard even without significant investment. Whirlwind makes Grumpig a decent phazer and allows it to force setup sweepers, especially ones that rely on their Special Attack, to switch. Heal Bell is useful to heal Grumpig's team from statuses, making it a decent cleric. Grumpig's decent base Speed, which allows it to outspeed common walls such as Lickilicky, entry hazard setters, and some setup sweepers, makes it a viable user of Taunt to inhibit their potential; Grumpig's Taunt also works well in tandem with Toxic. Thunder Wave slows down the enemy team and makes the job easier for your own setup sweepers and cleaners; it is preferred over Toxic if you have a slow-paced team. Toxic cripples enemy walls and sweepers, forcing switches; you should run it over Thunder Wave if your team struggles against offensive Pokemon and walls. Seismic Toss and Focus Blast are valid options over Psychic to damage Psychic-, Steel-, and Dark-types. Mono-Psychic coverage is underwhelming most of the time.

Set Details
========

Maximum HP and Special Defense with a Calm nature allow Grumpig tank special attacks with ease and help it stay alive as long as possible to provide utility to the team. Thick Fat is a great ability because it makes Grumpig take less damage from Fire and Ice moves, letting Grumpig counter Ninetales, Regice, and Aurorus, all of which give a lot of problems to stall and defensive teams. Leftovers provides Grumpig a little recovery, as it has none without it.

Usage Tips
========

Grumpig can be used as a utility and support Pokemon because it has access to good phazing and cleric moves such as Whirlwind and Heal Bell. When using Grumpig, it's better to use Toxic and Thunder Wave early-game cripple foes from the start, opening spaces for your cleaners and sweepers in the late-game. Try to switch in on Pokemon that Grumpig can check, especially specially offensive Pokemon, and use Thunder Wave, Toxic, and Heal Bell to spread status and remove statuses from your own team. Grumpig is particularly useful on teams that have a weakness to Fire- and Ice-types such as Ninetales, Regice, and Aurorus because it can check them thanks to Thick Fat. Whirlwind should be used when entry hazards are on the opponent's side of the field to get residual damage on foes and to phaze out enemy setup sweepers, especially specially based ones, or when predicting a switch to wear the opponent's team down even more with entry hazards.

Team Options
========

Grumpig's ability to perform different roles and access to great support and status moves such as Whirlwind and Heal Bell massively help defensive strategies, especially stall, which struggles with setup sweepers and strong special attackers. Entry hazard stacking is synergizes well with Grumpig's phazing and status spreading. Pokemon that can take on physical attackers, such as Carracosta and Avalugg, are good partners for Grumpig to make up for its bad Defense. Grass-types such as Tangela, Gourgeist-XL, and Leafeon, which fear special Fire- and Ice-type attacks, especially from Ninetales, Regice, and Aurorus, appreciate Grumpig's Thick Fat and high Special Defense. Wish users increase Grumpig's longevity. Entry hazard control is really appreciated to prevent Grumpig from taking residual damage, which is good because Grumpig doesn't have a reliable source of recovery and it also helps with Wish passing. Pawniard and Sneasel can Pursuit trap Ghost-types and appreciate Grumpig's utility moves; Pawniard can also pressure the enemy Defog user. Fighting-types such as Throh and Poliwrath have good synergy with Grumpig, as they can both phaze the enemy team with Circle Throw to rack up entry hazard damage; They also counter popular Steel-types and Pursuit trappers such as Pawniard and Sneasel, which give Grumpig a lot of problems.

Other Options
########

Grumpig can run an offensive set thanks to its decent coverage and good Speed and Special Attack, and its high Special Defense and Thick Fat give it opportunities to set up Calm Mind. Grumpig has access to moves such as Signal Beam to take on Psychic-types such as Kadabra, Energy Ball for Pokemon such as Barbaracle and Golem, and Shadow Ball to hit Ghost- and Psychic-types, so consider running one of these three over Psychic. Psyshock could be used if Grumpig needs to deal with specially defensive targets. Magic Coat could be useful against entry hazards setters and Taunt users to erase their potential and force them to switch.

Checks & Counters
########

**Steel-types**: Steel-types such as Probopass, Metang, and Klang are immune to Toxic and take minimal damage from Psychic and Psyshock. They can stall Grumpig out with Toxic, force a switch, set up on it, or even KO it; however, they still don't appreciate being paralyzed because it makes them more prone to being revenge killed; this is a problem for Klang in particular, as it relies on its Speed boost from Shift Gear to sweep.

**Dark-types**: Dark-types such as Pawniard, Mightyena, and Sneasel are immune to Psychic-type moves and can easily KO Grumpig with their Dark-type STAB moves, and even if Grumpig switches they will deal a lot of damage to the switch-in. Sneasel and Pawniard, the latter of which is also immune to Toxic, can Pursuit trap Grumpig, KOing it most of the time if it switches out.

**Strong Physical Attackers**: Strong physical attackers such as Marowak, Torterra, and Ursaring don't like to switch into Grumpig's STAB moves but can answer back, KOing it thanks to Grumpig's low base Defense. Additionally, Marowak and Torterra are not affected by Thunder Wave, and Ursaring makes use of both Toxic and Thunder Wave, as Quick Feet ignores the Speed drop from Thunder Wave.

**Fast Taunt Users**: Fast Taunt users such as Simipour, Dodrio, and Misdreavus can take away all of Grumpig's utility by blocking its main moves and forcing it to switch; however, they don't enjoy being hit by Thunder Wave on the switch or getting hit by a STAB Psychic or Psyshock, as most of them don't really have great bulk.

**Residual Damage**: Residual damage such as entry hazard damage can heavily cripple Grumpig because it lacks reliable recovery and has to switch in frequently to check or counter foes. Status conditions such as burn and poison also wear down Grumpig and make it waste a turn using Heal Bell.
 
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Nice job. i see very little reason to use psyshock so i would move it to OO or moves if there is a target in particular.
mention that the main pokemon this counters that troubles stall is ninetales as well as a physically defensive spread to have mixed bulk
mention some coverage moves in OO (focus blast energy ball signal beam)

nice job 1/3
 
The overview looks good, but you should mention ninetales specifically there, as it is the only counter, very important for defensive playstyles. Maybe mention aurorus there as well, and add a bit about how it lacks reovery.

Firstly, Taunt should be slashed with heal bell (dont mind before or after), as it helps vs set up sweepers/hazard users. Also i dont see the need for psyshock, as psychic is stronger, and breaks ninetales subs. Focus blast and seismic toss should be in moves, as the former can be used w/ psychic to hit pokes like probopass and pawn, while the latter can be used over psychic if you need 3 support moves but want to hit darks and other psycs harder. Also talk about the advantages of toxic over twave and vice versa.

Wish should be mentioned in team options as grumpig is easy to wear down. Also in team options mention more pokes that can beat ghost types, and examples of physical walls/hazard pokes

Shadow ball deserves to go in oo to hit ghosts and psychs, also mirror coat to mess with special attackers and magic coat is also fun (for hazards and shit)

e: galbia pls
 
qc thoughts on CM Grumpig getting a set? unlike Duosion it's faster, has space for cool moves like Twave and Heal Bell and fits on teams that want a reliable switch in to Regice and Ninetales
 
I aril think that both seismic toss and focus blast should be mentioned in moves considering that mono psychic is pretty bad coverage in a tier filled with darks and probopasses (as well as other psychics). Taunt is also nice to prevent set up sweepers like kadabra and also shuts down licki.

Do that and QC 2/3
 
Implemented thanks for the advices and check.


edit: Wrote this up, ready for third QC check
 
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You don't need to talk about the stats in the overview.
Mention Twave in the overview, you talk about its support options but don't mention it.

Anty ment just a mention in moves for S-toss and focus blast, so remove the slashes and just leave them in moves. (S-toss could possibly be slashed, but Focus Blast is a terrible move for a defensive Pokemon)

Mention more specific Pokemon that Grumpig checks in Usage Tips, you mention to switch it in on Special attackers but not specifically what ones Grumpig should be checking. (You mention it in Set Details lol)
Mention that Whirlwind is good for phasing out setup sweepers, more specifically specially based sweepers. You can also use Whirlwind on a predicted switch to further wear the opponents team down with hazard damage.

You didn't expand C&C out in write up, you need more mentions of the specific types you have and how they specifically beat Grumpig and that they all dislike taking a Twave. You should aim for two - three lines of description for C&C.

Since C&C isn't written out imma wait to give my check, once you do all that I'll check back and possibly give a check.
 
"a great ability that makes it tank Fire and Ice moves even better other than good base stats apart from physical Defense." Remove that part I italicized.

Mention that Grumpig is better on defensive teams in team options, right at the beginning.

In Dark Types mention that Pawniard is also immune to Toxic, Focus Blast is only a mention in moves so don't mention it in C&C.

**Strong Physical Attackers**: Strong Physical Attackers such as Marowak, Torterra, and Ursaring enter a few times on Grumpig's STABs but can answer back KOing it thanks to Grumpig's low base Defense, also popular Physical Attackers are not affected by Thunder Wave or make use of it if they carry Guts.
Marowak is immune to twave as well as torterra. Ursaring gets a boost from both toxic and twave with quick feet (quick feet ignores the speed drops from twave) as well as boosting Facade. You say "popular physical attackers" but you need to be more specific as well as mentioning quick feet.

Change Hazards to residual damage and add in Burn and Toxic as those wear Grumpig down along with hazards.
 
**Dark-types**: Dark-types such as Pawniard, Mightyena, and Sneasel are immune to Psychic-type moves and can easily KO Grumpig with their Dark-type STABs, and even if Grumpig switches they will deal a lot of damage to the rest of the team. Pawniard is also immune to Toxic other than being able to pursuit-trap Grumpig so it is a really good option to counter it.
Reword this to say that Pawniard and Sneasel can carry Pursuit and trap Grumpig.

**Strong Physical Attackers**: Strong Physical Attackers such as Marowak, Torterra, and Ursaring enter few times on Grumpig's STABs but can answer back KOing it thanks to Grumpig's low base Defense, also they are not affected or make use to their favour of Thunder Wave and Toxic if they carry Guts or Quick Feet.
You didn't say which mons are affected by the status; Marowak and Torterra are immune to Thunder Wave and Ursaring carries Quick Feet to make use of Toxic or Thunder Wave as Quick Feet ignores the speed drops from Twave.

Highlight me on PS when you've done this so I can just double check

3/3
 
amcheck

Overview
########

Grumpig is a Pokemon that acts as an U utility Sand support Pokemon and is mainly used to counter Ninetales, Regice, (AC) and Aurorus on Ddefensive and Bbulky Ooffensive teams thanks to Thick Fat, a great ability that makes it tank Fire- and Ice-type moves even better. Grumpig is pretty fast for the standards of a defensive ly-oriented Pokemon in the tier and can perform both Pphazer and Ccleric role in one moveset, having access to Whirlwind and Heal Bell, making it versatile and useful in every stage of the match andwhile being more useful and effective than Hypno. Grumpig can also make use really well of Sstatus moves such as Thunder Wave and Toxic to slow down the enemy team and lure it heavily especially with Eentry Hhazards support and Whirlwind. However, its limited coverage due to hits moveset being Uutility focused and its lack of a decent recovery outside ofrom Leftovers, since Rest limits its effectiveness, keep it away from being an excellent Pokemon.

Utility Support
########
name: Utility Support
move 1: Psychic / Seismic Toss
move 2: Whirlwind
move 3: Thunder Wave / Toxic
move 4: Heal Bell / Taunt
ability: Thick Fat
item: Leftovers
evs: 252 HP / 4 SpA / 252 SpD
nature: Calm

Moves
========

Psychic is Grumpig's main STAB and attack move, paired with its decent base Special Attack it manages to hit hard Fighting- and Poison-Ttypes hard, (AC) even without significant investments. Whirlwind makes Grumpig a decent Pphazer and ablellows it to answer to Ssetup Ssweepers, especially ones that rely on their Special Attack. Heal Bell is useful to heal your team from Sstatuses making it a decent Ccleric. Grumpig's decent base Speed, which allows it to be faster thanoutspeed common walls such as Lickilicky, Eentry Hhazards setters, and some Ssetup users, makes it a viable user of Taunt to inhibit their potential, also formaking a good synergy with Toxic luring them. Thunder Wave slows down the enemy team and makes more easy the job ofthe job easier for your own Ssetup Ssweepers or Cand cleaners,. Thunder Wave is preferred over Toxic if you have a slow paced team. Toxic cripples enemy Wwalls and Ssweepers, luring them, dealing significant damage, (AC) and forcing sSwitches,. Toxic is preferred over Thunder Wave in the case your team struggles against Ooffensive Pokemon and Wwalls. Seismic Toss and Focus Blast are a valid option over Psychic to damage Psychic-, Steel- and Dark-types Pokemon if 3 support moves are still neeeded also because m. Mono Psychic coverage is underwhelming most of the times.

Set Details
========

Maximum HP and SpD investmentsecial Defense with a Calm nature allow Grumpig to fully use Grumpigits potential, allowing it to tank Sspecial Aattacks with ease and help it to stay alive as long as possible giving a lot of Utility to a team. Thick Fat is a great ability because it makes Grumpig take less damage from Fire and Ice moves, especially because it makes Grumpig counter Ninetales, Regice, (AC) and Aurorus, which give a lot of problems to stall and defensive teams. Leftovers givprovides to Grumpig a little recovery since it has none without it.

Usage Tips
========

Grumpig's potential can be well exploitused as a Uutility Sand support Pokemon since it has access to good Pphazing and Ccleric moves such as Whirlwind and Heal Bell. When using Grumpig it's better to uset up Toxics and Thunder Waves early-game to lure and cripple foes from the start, opening spaces for your cleaners and sweepers in the late -game. Try to switch in on Pokemon that Grumpig can check well, especially Sspecial Attackers,ly offensive Pokemon (RC) as much as you can to use Thunder Wave or, Toxic or use, (AC) and Heal Bell to remove Sstatuses from your own team. Grumpig is particularly useful if the team has a weakness to Fire- and Ice-types such as Ninetales, Regice, (AC) and Aurorus because it can check them well thanks to Thick Fat, which comes in hand really often. Whirlwind should be used when possible if there are layers onf Spikes on the enemy field to get even more residual damage on the foes and to phaze out enemy Ssetup Ssweepers, especially Specially based ones, or it can be used when predicting a switch from your opponent to wear his team down even more with Eentry Hhazards.

Team Options
========

Grumpig is better on Ddefensive teams thanks to the fact that it can perform different roles and has access to great support and status moves such as Whirlwind and Heal Bell, which massively help defensive strategies, especially Stalls thatstall which suffer from Ssetup Ssweepers or Sstrong Sspecial Aattackers. HEntry hazard- stacking is appreciated by Grumpig because it synergyises well with its Pphazing and luring due to Toxic orand Thunder Wave. Pokemon that can take on physical attackers well such as Carracosta and Avalugg are a good option paired withrtners for Grumpig to make up for its bad base Defense. Pokemon like Grass-types such as Tangela, Gourgeist-XL, and Leafeon, that suffer from Sspecial Ice- and Fire-types attacks, especially if used by Ninetales, Regice, (AC) and Aurorus, are great paired with Grumpigmake good partners because it gives them a Thick Fat user with high base Special Defense. Wish Uusers paired can give toincrease Grumpig a way to stay alive's longer since it is easy to wear downtivity. Hazard Ccontrol is really appreciated when using Grumpig to remove Eentry Hhazards from the field, preventing it to take residual damage from them, which is good because Grumpig doesn't have a reliable source of recovery and it also helps Wish Ppassing. Pokemon that can beat Ghost-types such as Pawniard and Sneasel are decent when coupled with Grumpig because they can Pursuit Ttrap them and also pressure the enemy Defog user, other than(AC) while appreciating its Uutility functions. Fighting-types such as Throh and Poliwrath have a good synergy with Hhazard-stacking and Grumpig since they can both Phaze the enemy team with Circle Throw, also countering popular Steel-types and Pursuit trappers such as Pawniard and Sneasel, which give Grumpig a lot of problems.

Other Options
########

Grumpig can run an offensive set thanks to its decent coverage and good base Speed and Special Attack, it still finding a lot of space to set up a Calm Mind orand hit the enemy teeam with a strong STAB Psychic due to its high base Special Defense and Thick Fat. Grumpig has a decent coverage, having with access to moves such as Signal Beam to take on Psychic-types such as Kadabra, Energy Ball for Pokemon such as Barbaracle orand Golem and Shadow Ball is a good option to hit Ghost- and Psychic-types, (AC) so consider running one of these three over Psychic. Psyshock could be used if Grumpig needs to deal with High base SpDspecially defensive targets. Magic Coat could be useful against Eentry Hhazards setters and Taunt users to erase their potential and forcing their switch.

Checks & Counters
########

**Steel-types**: Steel-types such as Probopass, Metang, and Klang are immune to Toxic and take next to zerominimal damage from Psychic orand Psyshock, (AC) and can stall Grumpig out with Toxic or force Grumpig'sa switch, or even KOing or set upping on it, but; however, they still don't appreciate being paralysed because it can prevent them from Setup succesfullysetting up.

**Dark-types**: Dark-types such as Pawniard, Mightyena, and Sneasel are immune to Psychic-type moves and can easily KO Grumpig with their Dark-type STAB moves, and even if Grumpig switches they will deal a lot of damage to the rest of the team. Pawniard is, while also being immune to Toxic and both it and Sneasel, can easily pPursuit- trap Grumpig as well as Sneasel, KOing it most of the time.

**Strong Physical Attackers**: Strong Pphysical Aattackers such as Marowak, Torterra, and Ursaring enterswitch in few times on Grumpig's STAB moves but can answer back KOing it thanks to Grumpig's low base Defense, also Marowak and Torterra are not affected by Thunder Wave, (AC) and Ursaring makes use of both Toxic and Thunder Wave as Quick Feet ignores the speed drop from Thunder Wave.

**Fast Taunt Users**: Fast Taunt users such as Simipour, Dodrio, (AC) and Misdreavus can take away all of Grumpig's utility, by blocking its main moves and forcing it to switch, dealing a lot of damage to the rest of your team; however, buthey don't enjoy being Thunder Waved or getting hit by a STAB Psychic or Psyshock by Grumpig because most of them don't really have a high Bgreat bulk.

**Residual Damage**: Residual damage such as Eentry Hhazards can heavily cripple Grumpig because it has to switch in a lot of times overn the foes to check or counter them, and it doesn't have any important and reliable recovery, luring it big time over the course of the game if it doesn't have Wish support, but that's also risky and predictable. Along with Hhazards, statuses such as Bburn and Toxicpoison also wear down Grumpig and make it waste a turn using Heal Bell to preserve its HP.
 
amcheck

Overview
########

Grumpig is a Pokemon that acts as an U utility Sand support Pokemon and is mainly used to counter Ninetales, Regice, (AC) and Aurorus on Ddefensive and Bbulky Ooffensive teams thanks to Thick Fat, a great ability that makes it tank Fire- and Ice-type moves even better. Grumpig is pretty fast for the standards of a defensive ly-oriented Pokemon in the tier and can perform both Pphazer and Ccleric role in one moveset, having access to Whirlwind and Heal Bell, making it versatile and useful in every stage of the match andwhile being more useful and effective than Hypno. Grumpig can also make use really well of Sstatus moves such as Thunder Wave and Toxic to slow down the enemy team and lure it heavily especially with Eentry Hhazards support and Whirlwind. However, its limited coverage due to hits moveset being Uutility focused and its lack of a decent recovery outside ofrom Leftovers, since Rest limits its effectiveness, keep it away from being an excellent Pokemon.

Utility Support
########
name: Utility Support
move 1: Psychic / Seismic Toss
move 2: Whirlwind
move 3: Thunder Wave / Toxic
move 4: Heal Bell / Taunt
ability: Thick Fat
item: Leftovers
evs: 252 HP / 4 SpA / 252 SpD
nature: Calm

Moves
========

Psychic is Grumpig's main STAB and attack move, paired with its decent base Special Attack it manages to hit hard Fighting- and Poison-Ttypes hard, (AC) even without significant investments. Whirlwind makes Grumpig a decent Pphazer and ablellows it to answer to Ssetup Ssweepers, especially ones that rely on their Special Attack. Heal Bell is useful to heal your team from Sstatuses making it a decent Ccleric. Grumpig's decent base Speed, which allows it to be faster thanoutspeed common walls such as Lickilicky, Eentry Hhazards setters, and some Ssetup users, makes it a viable user of Taunt to inhibit their potential, also formaking a good synergy with Toxic luring them. Thunder Wave slows down the enemy team and makes more easy the job ofthe job easier for your own Ssetup Ssweepers or Cand cleaners,. Thunder Wave is preferred over Toxic if you have a slow paced team. Toxic cripples enemy Wwalls and Ssweepers, luring them, dealing significant damage, (AC) and forcing sSwitches,. Toxic is preferred over Thunder Wave in the case your team struggles against Ooffensive Pokemon and Wwalls. Seismic Toss and Focus Blast are a valid option over Psychic to damage Psychic-, Steel- and Dark-types Pokemon if 3 support moves are still neeeded also because m. Mono Psychic coverage is underwhelming most of the times.

Set Details
========

Maximum HP and SpD investmentsecial Defense with a Calm nature allow Grumpig to fully use Grumpigits potential, allowing it to tank Sspecial Aattacks with ease and help it to stay alive as long as possible giving a lot of Utility to a team. Thick Fat is a great ability because it makes Grumpig take less damage from Fire and Ice moves, especially because it makes Grumpig counter Ninetales, Regice, (AC) and Aurorus, which give a lot of problems to stall and defensive teams. Leftovers givprovides to Grumpig a little recovery since it has none without it.

Usage Tips
========

Grumpig's potential can be well exploitused as a Uutility Sand support Pokemon since it has access to good Pphazing and Ccleric moves such as Whirlwind and Heal Bell. When using Grumpig it's better to uset up Toxics and Thunder Waves early-game to lure and cripple foes from the start, opening spaces for your cleaners and sweepers in the late -game. Try to switch in on Pokemon that Grumpig can check well, especially Sspecial Attackers,ly offensive Pokemon (RC) as much as you can to use Thunder Wave or, Toxic or use, (AC) and Heal Bell to remove Sstatuses from your own team. Grumpig is particularly useful if the team has a weakness to Fire- and Ice-types such as Ninetales, Regice, (AC) and Aurorus because it can check them well thanks to Thick Fat, which comes in hand really often. Whirlwind should be used when possible if there are layers onf Spikes on the enemy field to get even more residual damage on the foes and to phaze out enemy Ssetup Ssweepers, especially Specially based ones, or it can be used when predicting a switch from your opponent to wear his team down even more with Eentry Hhazards.

Team Options
========

Grumpig is better on Ddefensive teams thanks to the fact that it can perform different roles and has access to great support and status moves such as Whirlwind and Heal Bell, which massively help defensive strategies, especially Stalls thatstall which suffer from Ssetup Ssweepers or Sstrong Sspecial Aattackers. HEntry hazard- stacking is appreciated by Grumpig because it synergyises well with its Pphazing and luring due to Toxic orand Thunder Wave. Pokemon that can take on physical attackers well such as Carracosta and Avalugg are a good option paired withrtners for Grumpig to make up for its bad base Defense. Pokemon like Grass-types such as Tangela, Gourgeist-XL, and Leafeon, that suffer from Sspecial Ice- and Fire-types attacks, especially if used by Ninetales, Regice, (AC) and Aurorus, are great paired with Grumpigmake good partners because it gives them a Thick Fat user with high base Special Defense. Wish Uusers paired can give toincrease Grumpig a way to stay alive's longer since it is easy to wear downtivity. Hazard Ccontrol is really appreciated when using Grumpig to remove Eentry Hhazards from the field, preventing it to take residual damage from them, which is good because Grumpig doesn't have a reliable source of recovery and it also helps Wish Ppassing. Pokemon that can beat Ghost-types such as Pawniard and Sneasel are decent when coupled with Grumpig because they can Pursuit Ttrap them and also pressure the enemy Defog user, other than(AC) while appreciating its Uutility functions. Fighting-types such as Throh and Poliwrath have a good synergy with Hhazard-stacking and Grumpig since they can both Phaze the enemy team with Circle Throw, also countering popular Steel-types and Pursuit trappers such as Pawniard and Sneasel, which give Grumpig a lot of problems.

Other Options
########

Grumpig can run an offensive set thanks to its decent coverage and good base Speed and Special Attack, it still finding a lot of space to set up a Calm Mind orand hit the enemy teeam with a strong STAB Psychic due to its high base Special Defense and Thick Fat. Grumpig has a decent coverage, having with access to moves such as Signal Beam to take on Psychic-types such as Kadabra, Energy Ball for Pokemon such as Barbaracle orand Golem and Shadow Ball is a good option to hit Ghost- and Psychic-types, (AC) so consider running one of these three over Psychic. Psyshock could be used if Grumpig needs to deal with High base SpDspecially defensive targets. Magic Coat could be useful against Eentry Hhazards setters and Taunt users to erase their potential and forcing their switch.

Checks & Counters
########

**Steel-types**: Steel-types such as Probopass, Metang, and Klang are immune to Toxic and take next to zerominimal damage from Psychic orand Psyshock, (AC) and can stall Grumpig out with Toxic or force Grumpig'sa switch, or even KOing or set upping on it, but; however, they still don't appreciate being paralysed because it can prevent them from Setup succesfullysetting up.

**Dark-types**: Dark-types such as Pawniard, Mightyena, and Sneasel are immune to Psychic-type moves and can easily KO Grumpig with their Dark-type STAB moves, and even if Grumpig switches they will deal a lot of damage to the rest of the team. Pawniard is, while also being immune to Toxic and both it and Sneasel, can easily pPursuit- trap Grumpig as well as Sneasel, KOing it most of the time.

**Strong Physical Attackers**: Strong Pphysical Aattackers such as Marowak, Torterra, and Ursaring enterswitch in few times on Grumpig's STAB moves but can answer back KOing it thanks to Grumpig's low base Defense, also Marowak and Torterra are not affected by Thunder Wave, (AC) and Ursaring makes use of both Toxic and Thunder Wave as Quick Feet ignores the speed drop from Thunder Wave.

**Fast Taunt Users**: Fast Taunt users such as Simipour, Dodrio, (AC) and Misdreavus can take away all of Grumpig's utility, by blocking its main moves and forcing it to switch, dealing a lot of damage to the rest of your team; however, buthey don't enjoy being Thunder Waved or getting hit by a STAB Psychic or Psyshock by Grumpig because most of them don't really have a high Bgreat bulk.

**Residual Damage**: Residual damage such as Eentry Hhazards can heavily cripple Grumpig because it has to switch in a lot of times overn the foes to check or counter them, and it doesn't have any important and reliable recovery, luring it big time over the course of the game if it doesn't have Wish support, but that's also risky and predictable. Along with Hhazards, statuses such as Bburn and Toxicpoison also wear down Grumpig and make it waste a turn using Heal Bell to preserve its HP.
Thanks!
Implemented.
 
GP 1/2 :)
mostly just awkward wording stuff. also, "lure" means like....tempt a foe to switch in. I think you were using it to mean "wear the foe down" or something
Overview
########

Grumpig acts as a utility and support Pokemon and is mainly used to counter Ninetales, Regice, and Aurorus on defensive and bulky offensive teams thanks to Thick Fat, a great ability that makes lets it tank Fire- and Ice-types moves even better. Grumpig is pretty fast for the standards of a defensively-oriented (remove dash) Pokemon in the tier and can perform the roles of both phazer and cleric in one moveset, having thanks to its access to Whirlwind and Heal Bell, making it versatile and useful in every stage of the match while being more effective than Hypno. Grumpig can also make use of status moves such as Thunder Wave and Toxic to slow down and wear down the enemy team and lure it heavily, (comma) especially with entry hazard support and Whirlwind. However, its limited coverage due to its moveset being utility-focused and its lack of decent recovery outside of Leftovers, (remove comma) keep it from being an excellent Pokemon.

Utility Support
########
name: Utility Support
move 1: Psychic / Seismic Toss
move 2: Whirlwind
move 3: Thunder Wave / Toxic
move 4: Heal Bell / Taunt
ability: Thick Fat
item: Leftovers
evs: 252 HP / 4 SpA / 252 SpD
nature: Calm

Moves
========

Psychic is Grumpig's main STAB and attack move, and paired with its Grumpig's decent base Special Attack it manages to hit Fighting- and Poison-types hard, (remove comma) even without significant investment. Whirlwind makes Grumpig a decent phazer and allows it to force setup sweepers' Switch, especially ones that rely on their Special Attack, to switch. (the sentences about Thunder Wave and Toxic should go here instead of below, as they are third on the moveset. so move them here) Heal Bell is useful to heal your Grumpig's team from statuses, (comma) making it a decent cleric. Grumpig's decent base Speed, which allows it to outspeed common walls such as Lickilicky, entry hazard setters, and some setup sweepers users, makes it a viable user of Taunt to inhibit their potential, also forming a good synergy with Toxic luring them. (sorry I'm not sure which one synergizes well with Toxic: Grumpig's Speed or Taunt? either remove the red part or replace it with "; [Grumpig's Speed/Taunt] also synergizes well with Toxic.") Thunder Wave slows down the enemy team and makes the job easier for your own setup sweepers and cleaners. Thunder Wave; it is preferred over Toxic if you have a slow-paced team. Toxic cripples enemy walls and sweepers, forcing switches luring them, dealing significant damage, and forcing Switches. Toxic is preferred over Thunder Wave in case your team; you should run it over Thunder Wave if your team struggles against offensive Pokemon and walls. Seismic Toss and Focus Blast are a valid options over Psychic to damage Psychic-, Steel-, (comma) and Dark-types. Mono-Psychic coverage is underwhelming most of the time.

Set Details
========

Maximum HP and Special Defense with a Calm nature allow Grumpig to fully use its potential, allowing it to tank special attacks with ease and help it to stay alive as long as possible to provide utility to the team giving a lot of Utility to a team. Thick Fat is a great ability because it makes Grumpig take less damage from Fire and Ice moves, especially because it makes letting Grumpig counter Ninetales, Regice, and Aurorus, all of which give a lot of problems to stall and defensive teams. Leftovers provides Grumpig a little recovery, as since it has none without it.

Usage Tips
========

Grumpig can be used as a utility and support Pokemon since because it has access to good phazing and cleric moves such as Whirlwind and Heal Bell. When using Grumpig, (comma) it's better to use Toxic and Thunder Wave early-game to lure and cripple foes from the start, opening spaces for your cleaners and sweepers in the late-game. Try to switch in on Pokemon that Grumpig can check, especially specially offensive Pokemon, (comma) as much as you can to and use Thunder Wave, Toxic, (comma) and Heal Bell to spread status and remove statuses from your own team. Grumpig is particularly useful if the team has on teams that have a weakness to Fire- and Ice-types such as Ninetales, Regice, and Aurorus because it can check them thanks to Thick Fat, which comes in hand really often. Whirlwind should be used when entry hazards are on the opponent's side of the there are layers of Spikes on the enemy field to get residual damage on the foes and phaze out enemy setup sweepers, especially specially based ones, or when predicting a switch from your opponent to wear his the opponent's team down even more with entry hazards.

Team Options
========

Grumpig's ability to is better on defensive teams thanks to the fact that it can perform different roles and has access to great support and status moves such as Whirlwind and Heal Bell, which massively help defensive strategies, especially stall, (comma) which suffer from struggles with setup sweepers or and strong special attackers. Entry hazard stacking synergizes well with Grumpig's phazing and status spreading is appreciated by Grumpig because it synergises with its phazing and luring due to Toxic and Thunder Wave. Pokemon that can take on physical attackers such as Carracosta and Avalugg (are these two examples of physical attackers, or Pokemon that can take on physical attackers? if the second one, make it "Pokemon that can take on physical attackers, such as Carracosta and Avalugg,") are good partners for Grumpig to make up for its bad base Defense. Grass-types such as Tangela, Gourgeist-XL, and Leafeon, that suffer from which fear special Fire- and Ice- and Fire-type (to match order with Ninetales, Regice, and Aurorus) attacks, especially if used by from Ninetales, Regice, and Aurorus, appreciate Grumpig's Thick Fat and high make good partners because it gives them a Thick Fat user with high base Special Defense. Wish users increase Grumpig's longevity. Entry hazard control is really appreciated when using Grumpig to remove entry hazards from the field, preventing it to take Grumpig from taking residual damage, which is good because Grumpig doesn't have a reliable source of recovery and it also helps with Wish passing. Pokemon that can beat Ghost-types such as Pawniard and Sneasel are decent when coupled with Grumpig because they can Pursuit trap Ghost-types and appreciate Grumpig's utility moves; Pawniard can them and also pressure the enemy Defog user, while appreciating its utility functions. (I made these changes because it seemed like you were specifically talking about Pawniard and Sneasel. not all Pokemon that beat Ghost-types also pressure the enemy Defog user; that's mostly just Pawniard right?) Fighting-types such as Throh and Poliwrath have good synergy with hazard-stacking and Grumpig, as since they can both phaze the enemy team with Circle Throw to rack up entry hazard damage, also countering; they also counter popular Steel-types and Pursuit trappers such as Pawniard and Sneasel, which give Grumpig a lot of problems.

Other Options
########

Grumpig can run an offensive set thanks to its decent coverage and good base Speed and Special Attack, and its high Special Defense and Thick Fat give it opportunities to set up Calm Mind still finding a lot of space to set up a Calm Mind and hit the enemy team with a strong STAB Psychic due to its high base Special Defense and Thick Fat. Grumpig has decent coverage with (already mentioned decent coverage in previous sentence so this isn't super necessary) access to moves such as Signal Beam to take on Psychic-types such as Kadabra, Energy Ball for Pokemon such as Barbaracle and Golem, (comma) and Shadow Ball is a good option to hit Ghost- and Psychic-types, so consider running one of these three over Psychic. Psyshock could be used if Grumpig needs to deal with specially defensive targets. Magic Coat could be useful against entry hazard setters and Taunt users to erase their potential and forcing theire them to switch.

Checks & Counters
########

**Steel-types**: Steel-types such as Probopass, Metang, and Klang are immune to Toxic and take minimal damage from Psychic and Psyshock, and. They can stall Grumpig out with Toxic, or force a switch, set up on it, or even KO or setup on it; however, they still don't appreciate being paralyzed because it can prevent them from setting up.

**Dark-types**: Dark-types such as Pawniard, Mightyena, and Sneasel are immune to Psychic-type moves and can easily KO Grumpig with their Dark-type STAB moves, and even if Grumpig switches they will deal a lot of damage to the switch-in rest of the team. Sneasel and Pawniard, while also being the latter of which is also immune to Toxic, can Pursuit trap Grumpig as well as Sneasel, KOing it most of the time.

**Strong Physical Attackers**: Strong physical attackers such as Marowak, Torterra, and Ursaring don't like to switch into switch in few times on (I'm not sure, was that what you meant?) Grumpig's STAB moves but can answer back, (comma) KOing it thanks to Grumpig's low base Defense, also. Additionally, Marowak and Torterra are not affected by Thunder Wave, and Ursaring makes use of both Toxic and Thunder Wave, (comma) as Quick Feet ignores the Speed drop from Thunder Wave.

**Fast Taunt Users**: Fast Taunt users such as Simipour, Dodrio, and Misdreavus can take away all of Grumpig's utility by blocking its main moves and forcing it to switch, dealing a lot of damage to the rest of your team; however, they don't enjoy being Thunder Waved or getting hit by a STAB Psychic or Psyshock, as by Grumpig because most of them don't really have great bulk.

**Residual Damage**: Residual damage such as entry hazards damage can heavily cripple Grumpig because it lacks reliable recovery and has to switch in frequently a lot of times on the foes to check or counter foes them, and it doesn't have any reliable recovery, luring it big time over the course of the game if it doesn't have Wish support, but that's also risky and predictable. Along with hazards, statuses Status conditions such as burn and poison also wear down Grumpig and make it waste a turn using Heal Bell.
 
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GP 1/2 :)
mostly just awkward wording stuff. also, "lure" means like....tempt a foe to switch in. I think you were using it to mean "wear the foe down" or something
Overview
########

Grumpig acts as a utility and support Pokemon and is mainly used to counter Ninetales, Regice, and Aurorus on defensive and bulky offensive teams thanks to Thick Fat, a great ability that makes lets it tank Fire- and Ice-types moves even better. Grumpig is pretty fast for the standards of a defensively-oriented (remove dash) Pokemon in the tier and can perform the roles of both phazer and cleric in one moveset, having thanks to its access to Whirlwind and Heal Bell, making it versatile and useful in every stage of the match while being more effective than Hypno. Grumpig can also make use of status moves such as Thunder Wave and Toxic to slow down and wear down the enemy team and lure it heavily, (comma) especially with entry hazard support and Whirlwind. However, its limited coverage due to its moveset being utility-focused and its lack of decent recovery outside of Leftovers, (remove comma) keep it from being an excellent Pokemon.

Utility Support
########
name: Utility Support
move 1: Psychic / Seismic Toss
move 2: Whirlwind
move 3: Thunder Wave / Toxic
move 4: Heal Bell / Taunt
ability: Thick Fat
item: Leftovers
evs: 252 HP / 4 SpA / 252 SpD
nature: Calm

Moves
========

Psychic is Grumpig's main STAB and attack move, and paired with its Grumpig's decent base Special Attack it manages to hit Fighting- and Poison-types hard, (remove comma) even without significant investment. Whirlwind makes Grumpig a decent phazer and allows it to force setup sweepers' Switch, especially ones that rely on their Special Attack, to switch. (the sentences about Thunder Wave and Toxic should go here instead of below, as they are third on the moveset. so move them here) Heal Bell is useful to heal your Grumpig's team from statuses, (comma) making it a decent cleric. Grumpig's decent base Speed, which allows it to outspeed common walls such as Lickilicky, entry hazard setters, and some setup sweepers users, makes it a viable user of Taunt to inhibit their potential, also forming a good synergy with Toxic luring them. (sorry I'm not sure which one synergizes well with Toxic: Grumpig's Speed or Taunt? either remove the red part or replace it with "; [Grumpig's Speed/Taunt] also synergizes well with Toxic.") Thunder Wave slows down the enemy team and makes the job easier for your own setup sweepers and cleaners. Thunder Wave; it is preferred over Toxic if you have a slow-paced team. Toxic cripples enemy walls and sweepers, forcing switches luring them, dealing significant damage, and forcing Switches. Toxic is preferred over Thunder Wave in case your team; you should run it over Thunder Wave if your team struggles against offensive Pokemon and walls. Seismic Toss and Focus Blast are a valid options over Psychic to damage Psychic-, Steel-, (comma) and Dark-types. Mono-Psychic coverage is underwhelming most of the time.

Set Details
========

Maximum HP and Special Defense with a Calm nature allow Grumpig to fully use its potential, allowing it to tank special attacks with ease and help it to stay alive as long as possible to provide utility to the team giving a lot of Utility to a team. Thick Fat is a great ability because it makes Grumpig take less damage from Fire and Ice moves, especially because it makes letting Grumpig counter Ninetales, Regice, and Aurorus, all of which give a lot of problems to stall and defensive teams. Leftovers provides Grumpig a little recovery, as since it has none without it.

Usage Tips
========

Grumpig can be used as a utility and support Pokemon since because it has access to good phazing and cleric moves such as Whirlwind and Heal Bell. When using Grumpig, (comma) it's better to use Toxic and Thunder Wave early-game to lure and cripple foes from the start, opening spaces for your cleaners and sweepers in the late-game. Try to switch in on Pokemon that Grumpig can check, especially specially offensive Pokemon, (comma) as much as you can to and use Thunder Wave, Toxic, (comma) and Heal Bell to spread status and remove statuses from your own team. Grumpig is particularly useful if the team has on teams that have a weakness to Fire- and Ice-types such as Ninetales, Regice, and Aurorus because it can check them thanks to Thick Fat, which comes in hand really often. Whirlwind should be used when entry hazards are on the opponent's side of the there are layers of Spikes on the enemy field to get residual damage on the foes and phaze out enemy setup sweepers, especially specially based ones, or when predicting a switch from your opponent to wear his the opponent's team down even more with entry hazards.

Team Options
========

Grumpig's ability to is better on defensive teams thanks to the fact that it can perform different roles and has access to great support and status moves such as Whirlwind and Heal Bell, which massively help defensive strategies, especially stall, (comma) which suffer from struggles with setup sweepers or and strong special attackers. Entry hazard stacking synergizes well with Grumpig's phazing and status spreading is appreciated by Grumpig because it synergises with its phazing and luring due to Toxic and Thunder Wave. Pokemon that can take on physical attackers such as Carracosta and Avalugg (are these two examples of physical attackers, or Pokemon that can take on physical attackers? if the second one, make it "Pokemon that can take on physical attackers, such as Carracosta and Avalugg,") are good partners for Grumpig to make up for its bad base Defense. Grass-types such as Tangela, Gourgeist-XL, and Leafeon, that suffer from which fear special Fire- and Ice- and Fire-type (to match order with Ninetales, Regice, and Aurorus) attacks, especially if used by from Ninetales, Regice, and Aurorus, appreciate Grumpig's Thick Fat and high make good partners because it gives them a Thick Fat user with high base Special Defense. Wish users increase Grumpig's longevity. Entry hazard control is really appreciated when using Grumpig to remove entry hazards from the field, preventing it to take Grumpig from taking residual damage, which is good because Grumpig doesn't have a reliable source of recovery and it also helps with Wish passing. Pokemon that can beat Ghost-types such as Pawniard and Sneasel are decent when coupled with Grumpig because they can Pursuit trap Ghost-types and appreciate Grumpig's utility moves; Pawniard can them and also pressure the enemy Defog user, while appreciating its utility functions. (I made these changes because it seemed like you were specifically talking about Pawniard and Sneasel. not all Pokemon that beat Ghost-types also pressure the enemy Defog user; that's mostly just Pawniard right?) Fighting-types such as Throh and Poliwrath have good synergy with hazard-stacking and Grumpig, as since they can both phaze the enemy team with Circle Throw to rack up entry hazard damage, also countering; they also counter popular Steel-types and Pursuit trappers such as Pawniard and Sneasel, which give Grumpig a lot of problems.

Other Options
########

Grumpig can run an offensive set thanks to its decent coverage and good base Speed and Special Attack, and its high Special Defense and Thick Fat give it opportunities to set up Calm Mind still finding a lot of space to set up a Calm Mind and hit the enemy team with a strong STAB Psychic due to its high base Special Defense and Thick Fat. Grumpig has decent coverage with (already mentioned decent coverage in previous sentence so this isn't super necessary) access to moves such as Signal Beam to take on Psychic-types such as Kadabra, Energy Ball for Pokemon such as Barbaracle and Golem, (comma) and Shadow Ball is a good option to hit Ghost- and Psychic-types, so consider running one of these three over Psychic. Psyshock could be used if Grumpig needs to deal with specially defensive targets. Magic Coat could be useful against entry hazard setters and Taunt users to erase their potential and forcing theire them to switch.

Checks & Counters
########

**Steel-types**: Steel-types such as Probopass, Metang, and Klang are immune to Toxic and take minimal damage from Psychic and Psyshock, and. They can stall Grumpig out with Toxic, or force a switch, set up on it, or even KO or setup on it; however, they still don't appreciate being paralyzed because it can prevent them from setting up.

**Dark-types**: Dark-types such as Pawniard, Mightyena, and Sneasel are immune to Psychic-type moves and can easily KO Grumpig with their Dark-type STAB moves, and even if Grumpig switches they will deal a lot of damage to the switch-in rest of the team. Sneasel and Pawniard, while also being the latter of which is also immune to Toxic, can Pursuit trap Grumpig as well as Sneasel, KOing it most of the time.

**Strong Physical Attackers**: Strong physical attackers such as Marowak, Torterra, and Ursaring don't like to switch into switch in few times on (I'm not sure, was that what you meant?) Grumpig's STAB moves but can answer back, (comma) KOing it thanks to Grumpig's low base Defense, also. Additionally, Marowak and Torterra are not affected by Thunder Wave, and Ursaring makes use of both Toxic and Thunder Wave, (comma) as Quick Feet ignores the Speed drop from Thunder Wave.

**Fast Taunt Users**: Fast Taunt users such as Simipour, Dodrio, and Misdreavus can take away all of Grumpig's utility by blocking its main moves and forcing it to switch, dealing a lot of damage to the rest of your team; however, they don't enjoy being Thunder Waved or getting hit by a STAB Psychic or Psyshock, as by Grumpig because most of them don't really have great bulk.

**Residual Damage**: Residual damage such as entry hazards damage can heavily cripple Grumpig because it lacks reliable recovery and has to switch in frequently a lot of times on the foes to check or counter foes them, and it doesn't have any reliable recovery, luring it big time over the course of the game if it doesn't have Wish support, but that's also risky and predictable. Along with hazards, statuses Status conditions such as burn and poison also wear down Grumpig and make it waste a turn using Heal Bell.
Thanks for the check P Squared !

yea the lure ones were my mistakes, Implemented your changes.
 
ayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy lmao

+
-
readpls

Overview
########

Grumpig acts as a utility and support Pokemon and is mainly used on defensive and bulky offensive teams to counter Ninetales, Regice, and Aurorus on defensive and bulky offensive teams thanks to Thick Fat, a great ability that lets it tank Fire- and Ice-types moves even better. Grumpig is pretty fast for a defensively oriented Pokemon and can perform the roles of both phazer and cleric in one moveset thanks to its access to Whirlwind and Heal Bell, making it versatile and useful in every stage of the match while being more effective than Hypno. Grumpig can also make use of status moves such as Thunder Wave and Toxic to slow down and wear down the enemy team, especially with entry hazard support and Whirlwind. However, its limited coverage due to its moveset being utility-focused and its lack of decent recovery outside of Leftovers keep it from being an excellent Pokemon.

Utility Support
########
name: Utility Support
move 1: Psychic / Seismic Toss
move 2: Whirlwind
move 3: Thunder Wave / Toxic
move 4: Heal Bell / Taunt
ability: Thick Fat
item: Leftovers
evs: 252 HP / 4 SpA / 252 SpD
nature: Calm

Moves
========

Psychic is Grumpig's main STAB move, and paired with Grumpig's decent Special Attack it manages to hit Fighting- and Poison-types hard even without significant investment. Whirlwind makes Grumpig a decent phazer and allows it to force setup sweepers, especially ones that rely on their Special Attack, to switch. Heal Bell is useful to heal Grumpig's team from statuses, making it a decent cleric. Grumpig's decent base Speed, which allows it to outspeed common walls such as Lickilicky, entry hazard setters, and some setup sweepers, makes it a viable user of Taunt to inhibit their potential; Grumpig's Taunt also works well in tandem with Toxic. Thunder Wave slows down the enemy team and makes the job easier for your own setup sweepers and cleaners; it is preferred over Toxic if you have a slow-paced team. Toxic cripples enemy walls and sweepers, forcing switches; you should run it over Thunder Wave if your team struggles against offensive Pokemon and walls. Seismic Toss and Focus Blast are valid options over Psychic to damage Psychic-, Steel-, and Dark-types. Mono-Psychic coverage is underwhelming most of the time.

Set Details
========

Maximum HP and Special Defense with a Calm nature allow Grumpig tank special attacks with ease and help it stay alive as long as possible to provide utility to the team. Thick Fat is a great ability because it makes Grumpig take less damage from Fire and Ice moves, letting Grumpig counter Ninetales, Regice, and Aurorus, all of which give a lot of problems to stall and defensive teams. Leftovers provides Grumpig a little recovery, as it has none without it.

Usage Tips
========

Grumpig can be used as a utility and support Pokemon because it has access to good phazing and cleric moves such as Whirlwind and Heal Bell. When using Grumpig, it's better to use Toxic and Thunder Wave early-game cripple foes from the start, opening spaces for your cleaners and sweepers in the late-game. Try to switch in on Pokemon that Grumpig can check, especially specially offensive Pokemon, and use Thunder Wave, Toxic, and Heal Bell to spread status and remove statuses from your own team. Grumpig is particularly useful on teams that have a weakness to Fire- and Ice-types such as Ninetales, Regice, and Aurorus because it can check them thanks to Thick Fat. Whirlwind should be used when entry hazards are on the opponent's side of the field to get residual damage on foes and to phaze out enemy setup sweepers, especially specially based ones, or when predicting a switch to wear the opponent's team down even more with entry hazards.

Team Options
========

Grumpig's ability to perform different roles and access to great support and status moves such as Whirlwind and Heal Bell massively help defensive strategies, especially stall, which struggles with setup sweepers and strong special attackers. Entry hazard stacking is synergizes well with Grumpig's phazing and status spreading. Pokemon that can take on physical attackers, such as Carracosta and Avalugg, are good partners for Grumpig to make up for its bad Defense. Grass-types such as Tangela, Gourgeist-XL, and Leafeon, which fear special Fire- and Ice-type attacks, especially from Ninetales, Regice, and Aurorus, appreciate Grumpig's Thick Fat and high Special Defense. Wish users increase Grumpig's longevity. Entry hazard control is really appreciated to prevent Grumpig from taking residual damage, which is good because Grumpig doesn't have a reliable source of recovery and it also helps with Wish passing. Pawniard and Sneasel can Pursuit trap Ghost-types and appreciate Grumpig's utility moves; Pawniard can also pressure the enemy Defog user. Fighting-types such as Throh and Poliwrath have good synergy with Grumpig, as they can both phaze the enemy team with Circle Throw to rack up entry hazard damage; They also counter popular Steel-types and Pursuit trappers such as Pawniard and Sneasel, which give Grumpig a lot of problems.

Other Options
########

Grumpig can run an offensive set thanks to its decent coverage and good Speed and Special Attack, and its high Special Defense and Thick Fat give it opportunities to set up Calm Mind. Grumpig has access to moves such as Signal Beam to take on Psychic-types such as Kadabra, Energy Ball for Pokemon such as Barbaracle and Golem, and Shadow Ball to hit Ghost- and Psychic-types, so consider running one of these three over Psychic. Psyshock could be used if Grumpig needs to deal with specially defensive targets. Magic Coat could be useful against entry hazards setters and Taunt users to erase their potential and force them to switch.

Checks & Counters
########

**Steel-types**: Steel-types such as Probopass, Metang, and Klang are immune to Toxic and take minimal damage from Psychic and Psyshock. They can stall Grumpig out with Toxic, force a switch, set up on it, or even KO it; however, they still don't appreciate being paralyzed because it can prevent them from setting up (not technically true as setup sweepers /can/ still set up, just that they won't be effective as it's possible to outspeed and KO them).

**Dark-types**: Dark-types such as Pawniard, Mightyena, and Sneasel are immune to Psychic-type moves and can easily KO Grumpig with their Dark-type STAB moves, and even if Grumpig switches they will deal a lot of damage to the switch-in. Sneasel and Pawniard, the latter of which is also immune to Toxic, can Pursuit trap Grumpig, KOing it most of the time if it switches out (this is if you're referring to pursuit ohko on switch out; if it doesn't ohko dont implement this).

**Strong Physical Attackers**: Strong physical attackers such as Marowak, Torterra, and Ursaring don't like to switch into Grumpig's STAB moves but can answer back, KOing it thanks to Grumpig's low base Defense. Additionally, Marowak and Torterra are not affected by Thunder Wave, and Ursaring makes use of both Toxic and Thunder Wave, as Quick Feet ignores the Speed drop from Thunder Wave.

**Fast Taunt Users**: Fast Taunt users such as Simipour, Dodrio, and Misdreavus can take away all of Grumpig's utility by blocking its main moves and forcing it to switch; however, they don't enjoy being hit by Thunder Wave on the switch or getting hit by a STAB Psychic or Psyshock, as most of them don't really have great bulk.

**Residual Damage**: Residual damage such as entry hazard damage can heavily cripple Grumpig because it lacks reliable recovery and has to switch in frequently to check or counter foes. Status conditions such as burn and poison also wear down Grumpig and make it waste a turn using Heal Bell.
[/quote]
2/2 o_o
 
Last edited:
ayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy lmao

+
-
readpls

Overview
########

Grumpig acts as a utility and support Pokemon and is mainly used on defensive and bulky offensive teams to counter Ninetales, Regice, and Aurorus on defensive and bulky offensive teams thanks to Thick Fat, a great ability that lets it tank Fire- and Ice-types moves even better. Grumpig is pretty fast for a defensively oriented Pokemon and can perform the roles of both phazer and cleric in one moveset thanks to its access to Whirlwind and Heal Bell, making it versatile and useful in every stage of the match while being more effective than Hypno. Grumpig can also make use of status moves such as Thunder Wave and Toxic to slow down and wear down the enemy team, especially with entry hazard support and Whirlwind. However, its limited coverage due to its moveset being utility-focused and its lack of decent recovery outside of Leftovers keep it from being an excellent Pokemon.

Utility Support
########
name: Utility Support
move 1: Psychic / Seismic Toss
move 2: Whirlwind
move 3: Thunder Wave / Toxic
move 4: Heal Bell / Taunt
ability: Thick Fat
item: Leftovers
evs: 252 HP / 4 SpA / 252 SpD
nature: Calm

Moves
========

Psychic is Grumpig's main STAB move, and paired with Grumpig's decent Special Attack it manages to hit Fighting- and Poison-types hard even without significant investment. Whirlwind makes Grumpig a decent phazer and allows it to force setup sweepers, especially ones that rely on their Special Attack, to switch. Heal Bell is useful to heal Grumpig's team from statuses, making it a decent cleric. Grumpig's decent base Speed, which allows it to outspeed common walls such as Lickilicky, entry hazard setters, and some setup sweepers, makes it a viable user of Taunt to inhibit their potential; Grumpig's Taunt also works well in tandem with Toxic. Thunder Wave slows down the enemy team and makes the job easier for your own setup sweepers and cleaners; it is preferred over Toxic if you have a slow-paced team. Toxic cripples enemy walls and sweepers, forcing switches; you should run it over Thunder Wave if your team struggles against offensive Pokemon and walls. Seismic Toss and Focus Blast are valid options over Psychic to damage Psychic-, Steel-, and Dark-types. Mono-Psychic coverage is underwhelming most of the time.

Set Details
========

Maximum HP and Special Defense with a Calm nature allow Grumpig tank special attacks with ease and help it stay alive as long as possible to provide utility to the team. Thick Fat is a great ability because it makes Grumpig take less damage from Fire and Ice moves, letting Grumpig counter Ninetales, Regice, and Aurorus, all of which give a lot of problems to stall and defensive teams. Leftovers provides Grumpig a little recovery, as it has none without it.

Usage Tips
========

Grumpig can be used as a utility and support Pokemon because it has access to good phazing and cleric moves such as Whirlwind and Heal Bell. When using Grumpig, it's better to use Toxic and Thunder Wave early-game cripple foes from the start, opening spaces for your cleaners and sweepers in the late-game. Try to switch in on Pokemon that Grumpig can check, especially specially offensive Pokemon, and use Thunder Wave, Toxic, and Heal Bell to spread status and remove statuses from your own team. Grumpig is particularly useful on teams that have a weakness to Fire- and Ice-types such as Ninetales, Regice, and Aurorus because it can check them thanks to Thick Fat. Whirlwind should be used when entry hazards are on the opponent's side of the field to get residual damage on foes and to phaze out enemy setup sweepers, especially specially based ones, or when predicting a switch to wear the opponent's team down even more with entry hazards.

Team Options
========

Grumpig's ability to perform different roles and access to great support and status moves such as Whirlwind and Heal Bell massively help defensive strategies, especially stall, which struggles with setup sweepers and strong special attackers. Entry hazard stacking is synergizes well with Grumpig's phazing and status spreading. Pokemon that can take on physical attackers, such as Carracosta and Avalugg, are good partners for Grumpig to make up for its bad Defense. Grass-types such as Tangela, Gourgeist-XL, and Leafeon, which fear special Fire- and Ice-type attacks, especially from Ninetales, Regice, and Aurorus, appreciate Grumpig's Thick Fat and high Special Defense. Wish users increase Grumpig's longevity. Entry hazard control is really appreciated to prevent Grumpig from taking residual damage, which is good because Grumpig doesn't have a reliable source of recovery and it also helps with Wish passing. Pawniard and Sneasel can Pursuit trap Ghost-types and appreciate Grumpig's utility moves; Pawniard can also pressure the enemy Defog user. Fighting-types such as Throh and Poliwrath have good synergy with Grumpig, as they can both phaze the enemy team with Circle Throw to rack up entry hazard damage; They also counter popular Steel-types and Pursuit trappers such as Pawniard and Sneasel, which give Grumpig a lot of problems.

Other Options
########

Grumpig can run an offensive set thanks to its decent coverage and good Speed and Special Attack, and its high Special Defense and Thick Fat give it opportunities to set up Calm Mind. Grumpig has access to moves such as Signal Beam to take on Psychic-types such as Kadabra, Energy Ball for Pokemon such as Barbaracle and Golem, and Shadow Ball to hit Ghost- and Psychic-types, so consider running one of these three over Psychic. Psyshock could be used if Grumpig needs to deal with specially defensive targets. Magic Coat could be useful against entry hazards setters and Taunt users to erase their potential and force them to switch.

Checks & Counters
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**Steel-types**: Steel-types such as Probopass, Metang, and Klang are immune to Toxic and take minimal damage from Psychic and Psyshock. They can stall Grumpig out with Toxic, force a switch, set up on it, or even KO it; however, they still don't appreciate being paralyzed because it can prevent them from setting up (not technically true as setup sweepers /can/ still set up, just that they won't be effective as it's possible to outspeed and KO them).

**Dark-types**: Dark-types such as Pawniard, Mightyena, and Sneasel are immune to Psychic-type moves and can easily KO Grumpig with their Dark-type STAB moves, and even if Grumpig switches they will deal a lot of damage to the switch-in. Sneasel and Pawniard, the latter of which is also immune to Toxic, can Pursuit trap Grumpig, KOing it most of the time if it switches out (this is if you're referring to pursuit ohko on switch out; if it doesn't ohko dont implement this).

**Strong Physical Attackers**: Strong physical attackers such as Marowak, Torterra, and Ursaring don't like to switch into Grumpig's STAB moves but can answer back, KOing it thanks to Grumpig's low base Defense. Additionally, Marowak and Torterra are not affected by Thunder Wave, and Ursaring makes use of both Toxic and Thunder Wave, as Quick Feet ignores the Speed drop from Thunder Wave.

**Fast Taunt Users**: Fast Taunt users such as Simipour, Dodrio, and Misdreavus can take away all of Grumpig's utility by blocking its main moves and forcing it to switch; however, they don't enjoy being hit by Thunder Wave on the switch or getting hit by a STAB Psychic or Psyshock, as most of them don't really have great bulk.

**Residual Damage**: Residual damage such as entry hazard damage can heavily cripple Grumpig because it lacks reliable recovery and has to switch in frequently to check or counter foes. Status conditions such as burn and poison also wear down Grumpig and make it waste a turn using Heal Bell.
epik nice

Implemented
this is ready for Upload.
 
however, they still don't appreciate being paralyzed because it makes them more prone to being revenge killed; this is a problem for Klang in particular, as it relies on its Speed boost from Shift Gear to sweep.

think this makes it more precise, i'd say this is done
 
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