Grumpig

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MZ

And now for something completely different
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RUPL Champion
QC: Tone114, Magnemite, TRC
GP: Gato Del Fuego, The Dutch Plumberjack
[OVERVIEW]

Thanks to its solid bulk and Thick Fat, Grumpig can check many Fire- and Ice-type Pokemon in the tier such as Ninetales and Regice. Its great coverage and access to Taunt also make it very difficult to switch into. It has a fantastic support movepool, including the rare Heal Bell, and its almost unique Fire, Ice, and Psychic resistances give it a lot of defensive utility. However, it suffers from a somewhat poor Defense and lack of recovery, making it easy to wear down and KO with stronger physical attackers.

[SET]
name: Offensive Utility
move 1: Psychic
move 2: Focus Blast
move 3: Taunt
move 4: Shadow Ball / Toxic / Thunder Wave
item: Leftovers
ability: Thick Fat
nature: Modest
evs: 252 HP / 252 SpA / 4 SpD

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

Psychic is Grumpig's strongest attack, and Focus Blast hits the few Dark- and Steel-types in the tier, as well as hitting Normal-types such as Lickilicky for more damage. Taunt allows Grumpig to prevent foes from recovering or using status moves, allowing it to more easily beat bulkier Pokemon one-on-one. In the last slot, Shadow Ball hits opposing Psychic-types, which can otherwise wall Grumpig, most notably opposing Grumpig and Metang. Toxic can be used with Taunt to cripple walls such as Gourgeist and prevent their recovery, while Thunder Wave takes advantage of Grumpig's natural bulk to spread paralysis on opposing teams.

Set Details
========

Thick Fat is by far the preferred ability thanks the useful Fire and Ice resistances it grants. Maximum Special Attack investment and a Modest nature make Grumpig very difficult to switch into and allow it to more easily break through bulkier cores, while maximum HP investment keeps Grumpig as bulky as possible to better check Fire- and Ice-type foes as well as other random attackers. Leftovers helps make up for Grumpig's lack of recovery with a little extra passive healing, although Colbur Berry can be run to take Machoke's Knock Off, as well as check Mightyena. A faster EV spread can be used to outspeed Pokemon such as Misdreavus and Grumpig, but that makes Grumpig noticeable frailer.

Usage Tips
========

Grumpig can be switched into most Ice-types without fear thanks to Thick Fat, but should be used cautiously around physical Fire-types such as Rapidash and Monferno, which can hit it on its lower defensive stat for high damage. Grumpig can also only be used as a Psychic-type switch-in if running Shadow Ball, as otherwise it's unable to do significant damage to opposing Grumpig or Mr. Mime. Thunder Wave should be used whenever facing faster foes, as Grumpig can both cripple them and attack first the next turn anyway. Although Grumpig should be kept away from strong physical attackers anyway, beware of Pursuit Stoutland in particular, which can threaten to KO it on the switch.

Team Options
========

Physical walls such as Tangela and Stunfisk give Grumpig a team member to fall back to when being forced out by strong physical attackers such as Ursaring and Dodrio. Entry hazard removers such as Swanna and Vullaby are appreciated, as Grumpig can easily be worn down by Stealth Rock and Spikes thanks to its lack of recovery, while entry hazard setters like Stunfisk and Roselia are also appreciated thanks to Grumpig's ability to force switches versus passive foes and special attackers. Grounded Poison-types such as Roselia also help remove Toxic Spikes. Pokemon such as Klang and Gourgeist-XL benefit from Grumpig's ability to take on the Fire- and Ice-type attackers that switch in versus them. Special sweepers such as Golduck appreciate Grumpig's ability to wear down special walls while preventing recovery with Taunt. If not running Shadow Ball, teammates such as Vullaby and Metang are needed to take on opposing Psychic-types. If running Thunder Wave, slower wallbreakers such as Stoutland and Luxray appreciate Grumpig's paralysis support to outspeed larger portions of opposing teams.

[SET]
name: Specially Defensive
move 1: Psychic
move 2: Toxic / Thunder Wave
move 3: Heal Bell / Taunt
move 4: Protect / Whirlwind
item: Leftovers
ability: Thick Fat
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

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

Psychic gives Grumpig an attacking move and some offensive presence. Toxic is the preferred status move to cripple bulkier Pokemon such as Vigoroth and Tangela. Alternatively, Thunder Wave can be used to more effectively cripple offensive foes, but it is less useful overall. Heal Bell helps keep Grumpig's teammates status free, although Taunt can be used to prevent status moves from slower passive foes like Duosion and Probopass. Protect gives Grumpig an extra turn of Leftovers recovery and helps scout foes and net extra Toxic damage. Whirlwind can be run to phaze opposing bulky setup sweepers and works well when used with an entry hazard setter, but it is often unnecessary when running Taunt and generally inferior to Protect.

Set Details
========

Maximum HP investment and maximum Special Defense investment with a Calm nature keep Grumpig as specially bulky as possible. Leftovers helps keep Grumpig healthy to make up for its lack of a recovery move, and Thick Fat gives Grumpig useful Ice and Fire resistances, making up for its otherwise poor defensive typing.

Usage Tips
========

Grumpig should be used to switch into opposing special attackers, most notably Ice- and Fire-types thanks to Thick Fat. Spread status with Toxic or Thunder Wave whenever possible in order to cripple foes. Use Protect as much as possible to gain more passive recovery and scout foes, but be wary of giving opponents free turns to recover, set up, or lay entry hazards.

Team Options
========

Grumpig goes best on bulkier teams with physically defensive counterparts such as Relicanth and Gourgeist that handle strong physical wallbreakers that can OHKO Grumpig, such as Dodrio. Pokemon that can handle Vigoroth such as Misdreavus and Dusknoir are appreciated, as Vigoroth can use Grumpig as setup fodder and only has to fear switching in on status. Entry hazard removers can help prevent Grumpig from being worn down by Stealth Rock and Spikes due to its lack of recovery. Lickilicky and Hypno can keep Grumpig healthy with Wish support, although their roles as specially defensive walls can overlap with Grumpig. Lickilicky also appreciates Grumpig running Heal Bell, as this can free up a moveslot for it. Machoke and Monferno help take on the Dark- and Steel-types that wall Grumpig and help check Vigoroth.

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

Substitute + Calm Mind sets can be run to get a free Substitute versus passive Pokemon such as Clefairy so that Grumpig isn't easily revenge killed by faster physical attackers such as Dodrio. These sets should be run with maximum Speed investment and a Timid nature to outspeed opposing Stoutland. Choice Specs or Twisted Spoon can be run to increase Grumpig's power on offensive sets, but the power doesn't net any notable KOs, and Grumpig misses the Leftovers recovery, and remains outclassed by Mr. Mime. Choice Scarf can be run to catch foes off-guard as a faster revenge killer, but such a set is outclassed by Mr. Mime thanks to its higher Speed and access to Healing Wish. Grumpig has several other utility options such as Magic Coat, dual screens, Mirror Coat, and Seismic Toss that it can run on its defensive set, but none come with the same utility as its main options, and they are more used for catching opponents off-guard. Signal Beam can be run over Shadow Ball on the offensive, set as it hits Grass-types a bit harder than Psychic, but it isn't worth the drop in power and inability to 2HKO Mr. Mime, as it still fails to OHKO Pokemon such as offensive Tangela.

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

**Strong Physical Attackers**: Physical wallbreakers such as Choice Band Floatzel and Ursaring are capable of revenge killing Grumpig after Stealth Rock thanks to its mediocre Defense. Grumpig also has to be wary of Pursuit from Stoutland and Dodrio, which allows them to OHKO Grumpig on the predicted switch out. However, no wallbreakers appreciate switching into Thunder Wave or a strong Psychic or Focus Blast.

**Dark-types**: Offensive Dark-types such as Mightyena and Murkrow can OHKO Grumpig with little or no prior damage, although neither can switch into an invested Focus Blast with Stealth Rock up. Murkrow and Krokorok can also Pursuit trap Grumpig, and Vullaby can easily wall it.

**Chip Damage**: Due to Grumpig's lack of reliable recovery, chip damage from entry hazards, status, and weaker attacks can wear it down over time and leave it unable to switch into foes.

**Steel-types**: All Steel-types are capable of walling Grumpig's specially defensive set and eventually KOing it thanks to Grumpig's lack of recovery. Metang can wall Grumpig's offensive set thanks to its lack of a Fighting weakness and can Pursuit trap Grumpig.
 
Last edited by a moderator:
Did this but signal is in the first slot because I like it more and only one person has objected to that so far. Other qc give input pls

anty edit: it looks good like this
 
1st set:

For Moves, Focus Blast lets Grumpig hit Lickilicky harder than any of its other moves, so mention that. Mention Pokemon that can handle opposing Psychic-types for Grumpig if not running Signal Beam as well as Pokemon that appreciate faster threats slowed down by Thuunder Wave. Mention Pokemon that appreciate Grumpig's ability to check Fire- and Ice-types for them.

2nd set:

For Moves, Protect also racks up Toxic damage as well. Lickilicky can supply Wish support for Grumpig and appreciates Grumpig running Heal Bell to free up a slot for Lickilicky to run another move. Machoke and Monferno can also handle Vigoroth as well as Dark- and Steel-types.

Steel-types can make a mention under Checks and Counters as the only Steel-type that isn't weak to Focus Blast is Metang and all relevant Steel-types wall the second set.

83pn8vD.gif
1/3.
 
Is there any reason to use signal beam over shadow ball? shadow ball hits all of signal beam's targets harder, especially mr. mime

Otherwise this is good, 2/3
 
well this didn't take forever or anything
 
i am of the opinion that subcm should get its own set, if anyone agrees they can say so, otherwise this is fine, just make your overview a little more informative about grumpig's role etc, it's kinda short atm

bump colbur from oo to set details of the first set, the machoke check makes the item valuable enough in its own right. not a slash though.

you should specify that roselia is a really good partner because toxic spikes really fuck this thing and grumpig provides a fire/ice resist

mention that specs has good power and can surprise some things with psyshock but outside of its surprise value and extra bulk it is outclassed by mr. mime as well

QC 3/3
 
ok, will wait to send to gp until the whole sub cm pig thing is resolved
 
Megazard

REMOVE CHANGE COMMENTS

[OVERVIEW]
Grumpig stands out as one of the best Fire and Ice checks in the tier Thanks to its solid bulk and Thick Fat, Grumpig can check many Fire and Ice Pokemon in the tier. and Its great coverage and access to Taunt also makes it very difficult to switch into. It has a fantastic support movepool, including the rare Heal Bell, and its almost unique Fire, Ice, (AC) and Psychic resistances give it a lot of defensive utility in addition to its wallbreaking prowess. However, it suffers from a somewhat poor physical defense and lack of recovery, making it easy to wear down and KO with stronger physical attackers.

[SET]
name: Offensive Utility
move 1: Psychic
move 2: Focus Blast
move 3: Taunt
move 4: Shadow Ball / Toxic / Thunder Wave
item: Leftovers
ability: Thick Fat
nature: Modest
evs: 248 HP / 252 SpA / 8 SpD

[SET COMMENTS]
Moves
========
Psychic is Grumpig's main STAB and strongest attack, while and Focus Blast hits the few Dark- and Steel-types in the tier that resist Psychic, as well as hitting Normal-types such as Lickilicky for more damage. Taunt allows Grumpig to prevent foes from recovering or using status moves, allowing it to more easily beat bulkier Pokemon one-on-one. In the last slot, Shadow Ball hits opposing Psychic-types which can otherwise wall Grumpig, most notably opposing Grumpig and Mr. Mime. Toxic can go together be used with Taunt as well to status and cripple walls such as Gourgeist and prevent their recovery, and while Thunder Wave takes advantage of its Grumpig's natural bulk to spread paralysis on opposing teams.

Set Details
========
Thick Fat is by far the preferred ability thanks the useful Fire and Ice resistances it grants. Maximum Special Attack investment and a Modest nature make Grumpig very difficult to switch into and allow it to more easily break through bulkier cores, while near-maximum HP investment keeps Grumpig as bulky as possible to better check Fire- and Ice-type foes as well as other random attackers, although and the slight decrease in HP allow it to means Grumpig takes slightly less damage from entry hazards. check this please Leftovers help make up for Grumpig's lack of recovery with a little extra passive healing, although Colbur Berry can be run to switch into Machoke's Knock Off, (AC) as well as and check Mightyena.

Usage Tips
========
Grumpig can be switched into most Ice-types without fear thanks to Thick Fat but should be more wary about switching into used more cautiously around physical Fire-types such as Rapidash and Monferno which can hit on its lower defense stat for high damage. Grumpig can also only be used as a Psychic-type switch-in if running Shadow Ball, as otherwise it's unable to do significant damage to opposing Grumpig or Mr. Mime. Thunder Wave should be used whenever facing faster foes, as Grumpig can both cripple them and attack first the next turn anyway. Although Grumpig should be kept away from strong physical attackers, beware of Pursuit Stoutland, (AC) which can threaten to KO it on the switch.

Team Options
========

Physical walls such as Tangela and Stunfisk give Grumpig a team member to fall back to when being forced out by strong physical attackers such as Ursaring and Dodrio. Entry hazard removers such as Swanna and Vullaby are appreciated as Grumpig can easily be worn down by Stealth Rock and Spikes thanks to its lack of recovery, while entry hazard setters like Stunfisk and Roselia are also appreciated thanks to Grumpig's ability to force switches versus passive foes and special attackers. Grounded Poison-types such as Roselia also help remove Toxic Spikes which can wear down Grumpig quickly together with Stealth Rock. Pokemon such as Klang and Gourgeist-XL benefit from Grumpig's ability to take on the Fire- and Ice-type attackers that can get a mostly free switch switch in versus them. Special sweepers such as Golduck appreciate Grumpig's ability to wear down special walls while preventing recovery with Taunt. If not running Shadow Ball, teammates such as Vullaby and Metang are needed to take on opposing Psychic-types. If running Thunder Wave, slower wallbreakers such as Stoutland and Luxray appreciate Grumpig's paralysis support to outspeed larger portions of opposing teams.

[SET]
name: Specially Defensive
move 1: Psychic
move 2: Toxic / Thunder Wave
move 3: Heal Bell / Taunt
move 4: Protect / Whirlwind
item: Leftovers
ability: Thick Fat
nature: Calm
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Moves
========
Psychic gives Grumpig an attacking move and some offensive presence. Toxic is the preferred status to cripple bulkier Pokemon such as Vigoroth and Tangela. Thunder Wave can be used to better cripple offensive foes but is less useful overall. Heal Bell helps keep Grumpig's teammates status-free, although Taunt can be used to prevent status moves from slower passive foes like Duosion and Probopass. Protect gives Grumpig an extra turn of Leftovers recovery to make up for its lack of recovery, while also having some slight utility in scouting and helps scout foes and netting extra Toxic damage. Whirlwind can be run to phaze opposing bulky setup sweepers and works well when used with an entry hazard setter, but is often unnecessary when running Taunt and generally inferior to Protect.

Set Details
========
Near-maximum HP investment and maximum Special Defense investment with a Calm nature keep Grumpig as specially bulky as possible, although the HP investment is slightly reduced in order to switch into entry hazards more times again be sure to check the numbers on that. Leftovers help keep Grumpig healthy to make up for its lack of a recovery move, and Thick Fat gives Grumpig useful Ice and Fire resistances, making up for its otherwise poor defensive typing.

Usage Tips
========
Grumpig should be used to switch into opposing special attackers, in particularly "in particular" shouldn't really be before the subject Ice- and Fire-types thanks to Thick Fat. Spread status with either Toxic or Thunder Wave whenever possible in order to cripple foes. Use Protect as much as possible to gain more passive recovery and scout foes, but be wary of giving opponents free turns to recover, set up, or lay entry hazards.

Team Options
========

Grumpig goes best on bulkier teams with physically defensive counterparts such as Relicanth and Gourgeist that handle strong physical wallbreakers that can OHKO Grumpig such as Dodrio. Pokemon that can handle Vigoroth such as Misdreavus and Dusknoir are appreciated as Vigoroth can use Grumpig as setup fodder and only has to fear switching in on status. Entry hazard removers can help prevent Grumpig from being worn down by Stealth Rock and Spikes with due to its lack of recovery. Lickilicky and Hypno can keep Grumpig healthy with Wish support, although their roles as specially defensive walls can overlap with Grumpig. Lickilicky also appreciates Grumpig running Heal Bell, as it this can free up a moveslot for it. Machoke and Monferno help take on the Dark- and Steel-types that wall Grumpig, (RC) as well as providing and help additional checks to Vigoroth.

[STRATEGY COMMENTS]
Other Options
=============
Substitute Calm Mind sets can be run to get a free Substitute versus passive Pokemon such as Clefairy so that Grumpig isn't easily revenge killed by faster physical attackers such as Dodrio. These sets should be run with maximum Speed investment and a Timid nature to outspeed opposing Stoutland. Choice Specs or Twisted Spoon can be run to increase Grumpig's power on offensive sets, but the power doesn't net any notable KOs and Grumpig misses the Leftovers recovery, as well as remaining outclassed by Mr. Mime. Choice Scarf can be run to catch foes off-guard as a faster revenge killer, but is Choice Scarf Grumpig is outclassed by Mr. Mime thanks to its higher Speed and access to Healing Wish. Grumpig has several other utility options such as Magic Coat, dual screens, Mirror Coat, and Seismic Toss that it can run on its defensive set, (AC) but none come with the same utility as its main options and are more used for catching opponents off-guard. Signal Beam can be run over Shadow Ball on the offensive set as it hits Grass-types a bit harder than Psychic but isn't worth the drop in power and inability to 2HKO Mr. Mime as it still fails to OHKO Pokemon such as offensive Tangela.

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

**Strong Physical Attackers**: Physical wallbreakers such as Choice Band Floatzel and Ursaring are capable of revenge killing Grumpig after Stealth Rock thanks to its mediocre Defense. Grumpig also has to beware be wary of Pursuit from Stoutland and Dodrio, which can OHKO Grumpig if it stays in or switches out so Pursuit can KO regardless? Elaborate with the correct prediction. However, no wallbreakers appreciate switching into Thunder Wave or a strong Psychic or Focus Blast.

**Dark-types**: Offensive Dark-types such as Mightyena and Murkrow can OHKO Grumpig with little or no prior damage, although neither can switch into an invested Focus Blast with Stealth Rock up. Murkrow and Krokorok can also Pursuit trap Grumpig, and Vullaby can easily wall it.

**Chip Damage**: Due to Grumpig's lack of reliable recovery, chip damage from entry hazards, status, and weaker attacks can wear it down over time and leave Grumpig unable to switch into foes.

**Steel-types**: All Steel-types are capable of walling Grumpig's specially defensive set and eventually KOing it thanks to Grumpig's lack of recovery. Metang can wall Grumpig's offensive set thanks to its lack of a Fighting weakness and can Pursuit trap Grumpig as well.
gato

1/2
 
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Did this. On the HP stuff, 252 HP grumpig hits 364, evenly divisible by 4. 248 hits "363.75" which rounds down to 363 and reduces the damage taken from SR, yes? I don't understand the issue too much, but I think it's fine?
 
Did this. On the HP stuff, 252 HP grumpig hits 364, evenly divisible by 4. 248 hits "363.75" which rounds down to 363 and reduces the damage taken from SR, yes? I don't understand the issue too much, but I think it's fine?
grumpig is neutral to SR and therefore takes 1/8th damage, so you should divide by 8, not 4, and 364 isn't evenly divisible by 8, so as far as SR is concerned there's no reason not to run max.

(Being evenly divisible by 4 only matters for SR-neutral pokes if there are three layers of Spikes up because that does inflict 1/4th damage, but that afaik is generally considered to be too much of a niche scenario to take into account, idk how relevant it is in PU though. So yeah, unless three layers of Spikes is particularly common, just run max :> )

also placeholder
and unbold all headings

remove add (Capitalize / Fix) (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

Thanks to its solid bulk and Thick Fat, Grumpig can check many Fire- (AH) and Ice-type Pokemon in the tier. Its great coverage and access to Taunt also make it very difficult to switch into. It has a fantastic support movepool, including the rare Heal Bell, and its almost unique Fire, Ice, and Psychic resistances give it a lot of defensive utility. However, it suffers from a somewhat poor physical defense Defense and lack of recovery, making it easy to wear down and KO with stronger physical attackers.

[SET]
name: Offensive Utility
move 1: Psychic
move 2: Focus Blast
move 3: Taunt
move 4: Shadow Ball / Toxic / Thunder Wave
item: Leftovers
ability: Thick Fat
nature: Modest
evs: 248 HP / 252 SpA / 8 SpD

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

Psychic is Grumpig's strongest attack, and Focus Blast hits the few Dark- and Steel-types in the tier, as well as hitting Normal-types such as Lickilicky for more damage. Taunt allows Grumpig to prevent foes from recovering or using status moves, allowing it to more easily beat bulkier Pokemon one-on-one. In the last slot, Shadow Ball hits opposing Psychic-types, (AC) which can otherwise wall Grumpig, most notably opposing Grumpig and Mr. Mime. Toxic can be used with Taunt to cripple walls such as Gourgeist (which one?) and prevent their recovery, while Thunder Wave takes advantage of Grumpig's natural bulk to spread paralysis on opposing teams.

Set Details
========

Thick Fat is by far the preferred ability thanks the useful Fire and Ice resistances it grants. Maximum Special Attack investment and a Modest nature make Grumpig very difficult to switch into and allow it to more easily break through bulkier cores, while near-maximum HP investment keeps Grumpig as bulky as possible to better check Fire- and Ice-type foes as well as other random attackers, and the slight decrease in HP means Grumpig takes slightly less damage from entry hazards. Leftovers helps make up for Grumpig's lack of recovery with a little extra passive healing, although Colbur Berry can be run to switch into Machoke's Knock Off, as well as check Mightyena.

Usage Tips
========

Grumpig can be switched into most Ice-types without fear thanks to Thick Fat, (AC) but it should be used cautiously around physical Fire-types such as Rapidash and Monferno, (AC) which can hit it on its lower defensive stat for high damage. Grumpig can also only be used as a Psychic-type switch-in if running Shadow Ball, as otherwise it's unable to do significant damage to opposing Grumpig or Mr. Mime. Thunder Wave should be used whenever facing faster foes, as Grumpig can both cripple them and attack first the next turn anyway. Although Grumpig should be kept away from strong physical attackers anyway, beware of Pursuit Stoutland in particular, (kinda need these for "although" to make sense, but please double check content etc) which can threaten to KO it on the switch.

Team Options
========

Physical walls such as Tangela and Stunfisk give Grumpig a team member to fall back to when being forced out by strong physical attackers such as Ursaring and Dodrio. Entry hazard removers such as Swanna and Vullaby are appreciated, (AC) as Grumpig can easily be worn down by Stealth Rock and Spikes thanks to its lack of recovery, while entry hazard setters like Stunfisk and Roselia are also appreciated thanks to Grumpig's ability to force switches versus passive foes and special attackers. Grounded Poison-types such as Roselia also help remove Toxic Spikes. Pokemon such as Klang and Gourgeist-XL benefit from Grumpig's ability to take on the Fire- and Ice-type attackers that switch in versus them. Special sweepers such as Golduck appreciate Grumpig's ability to wear down special walls while preventing recovery with Taunt. If not running Shadow Ball, teammates such as Vullaby and Metang are needed to take on opposing Psychic-types. If running Thunder Wave, slower wallbreakers such as Stoutland and Luxray appreciate Grumpig's paralysis support to outspeed larger portions of opposing teams.

[SET]
name: Specially Defensive
move 1: Psychic
move 2: Toxic / Thunder Wave
move 3: Heal Bell / Taunt
move 4: Protect / Whirlwind
item: Leftovers
ability: Thick Fat
nature: Calm
evs: 248 HP / 8 Def / 252 SpD

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

Psychic gives Grumpig an attacking move and some offensive presence. Toxic is the preferred status move to cripple bulkier Pokemon such as Vigoroth and Tangela. Alternatively, Thunder Wave can be used to better more effectively cripple offensive foes, (AC) but it is less useful overall. Heal Bell helps keep Grumpig's teammates status free, (remove hyphen) although Taunt can be used to prevent status moves from slower passive foes like Duosion and Probopass. Protect gives Grumpig an extra turn of Leftovers recovery and helps scout foes and net extra Toxic damage. Whirlwind can be run to phaze opposing bulky setup sweepers and works well when used with an entry hazard setter, but it is often unnecessary when running Taunt and generally inferior to Protect.

Set Details
========

Near-maximum HP investment and maximum Special Defense investment with a Calm nature keep Grumpig as specially bulky as possible, although the HP investment is slightly reduced in order to switch into entry hazards more times. (same here) Leftovers helps keep Grumpig healthy to make up for its lack of a recovery move, and Thick Fat gives Grumpig useful Ice and Fire resistances, making up for its otherwise poor defensive typing.

Usage Tips
========

Grumpig should be used to switch into opposing special attackers, most notably Ice- and Fire-types thanks to Thick Fat. Spread status with either Toxic or Thunder Wave whenever possible in order to cripple foes. Use Protect as much as possible to gain more passive recovery and scout foes, but be wary of giving opponents free turns to recover, set up, or lay entry hazards.

Team Options
========

Grumpig goes best on bulkier teams with physically defensive counterparts such as Relicanth and Gourgeist that handle strong physical wallbreakers that can OHKO Grumpig, (AC) such as Dodrio. Pokemon that can handle Vigoroth such as Misdreavus and Dusknoir are appreciated, (AC) as Vigoroth can use Grumpig as setup fodder and only has to fear switching in on status. Entry hazard removers can help prevent Grumpig from being worn down by Stealth Rock and Spikes due to its lack of recovery. Lickilicky and Hypno can keep Grumpig healthy with Wish support, although their roles as specially defensive walls can overlap with Grumpig. Lickilicky also appreciates Grumpig running Heal Bell, as this can free up a moveslot for it. Machoke and Monferno help take on the Dark- and Steel-types that wall Grumpig and help check Vigoroth.

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

Substitute + Calm Mind sets can be run to get a free Substitute versus passive Pokemon such as Clefairy so that Grumpig isn't easily revenge killed by faster physical attackers such as Dodrio. These sets should be run with maximum Speed investment and a Timid nature to outspeed opposing Stoutland. Choice Specs or Twisted Spoon can be run to increase Grumpig's power on offensive sets, but the power doesn't net any notable KOs, (AC) and Grumpig misses the Leftovers recovery, as well as remaining and remains outclassed by Mr. Mime. Choice Scarf can be run to catch foes off-guard as a faster revenge killer, but Choice Scarf Grumpig such a set is outclassed by Mr. Mime thanks to its higher Speed and access to Healing Wish. Grumpig has several other utility options such as Magic Coat, dual screens, Mirror Coat, and Seismic Toss that it can run on its defensive set, but none come with the same utility as its main options, (AC) and they (double check content with this change) are more used for catching opponents off-guard. Signal Beam can be run over Shadow Ball on the offensive set, (AC) as it hits Grass-types a bit harder than Psychic, (AC) but it isn't worth the drop in power and inability to 2HKO Mr. Mime, (AC) as it still fails to OHKO Pokemon such as offensive Tangela.

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


**Strong Physical Attackers**: Physical wallbreakers such as Choice Band Floatzel and Ursaring are capable of revenge killing Grumpig after Stealth Rock thanks to its mediocre Defense. Grumpig also has to be wary of Pursuit from Stoutland and Dodrio, which allows them to OHKO Grumpig on the predicted switch out. However, no wallbreakers appreciate switching into Thunder Wave or a strong Psychic or Focus Blast.

**Dark-types**: Offensive Dark-types such as Mightyena and Murkrow can OHKO Grumpig with little or no prior damage, although neither can switch into an invested Focus Blast with Stealth Rock up. Murkrow and Krokorok can also Pursuit trap Grumpig, and Vullaby can easily wall it.

**Chip Damage**: Due to Grumpig's lack of reliable recovery, chip damage from entry hazards, status, and weaker attacks can wear it down over time and leave Grumpig it unable to switch into foes.

**Steel-types**: All Steel-types are capable of walling Grumpig's specially defensive set and eventually KOing it thanks to Grumpig's lack of recovery. Metang can wall Grumpig's offensive set thanks to its lack of a Fighting weakness and can Pursuit trap Grumpig.

re. below: it's easy enough to mention it by changing "reduce damage from entry hazards" to "reduce damage for Spikes" or however it's worded (more specifity isn't really worth killing the prose over), but I have to say I legit don't recall any analysis worrying over Spikes damage specifically, and that includes PU ones, so then it would make sense to just max it out. I'm not gonna make an official call on the EV spread here because that's a QC thing really (and thus requires consistency among QC) and I'm only allowed to sniff out stuff that is factually wrong (like 248 HP minimising SR damage in Grumpig's case), but yeah, just so we're clear on what the numbers actually do.
 
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oh, that explains it I'm just dumb and divided by the wrong number. That being said, Spikes are really common and good (Roselia is arguably the best mon in the tier and gets massive usage, spikes HO with venipede is like our #1 most used sample, etc) so the HP is probably fine as is unless it's really important that you want to avoid having some HP double standard for too niche uses
 
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