Gurdurr [GP 2/2]

Django

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Gurdurr



[Overview]

<p>RU is perhaps the tier most abundant in usable Fighting-types. Between Gallade, Medicham, Hitmonlee, and others, Gurdurr can find it hard to fit onto teams. Initially, it would appear to be outclassed, being slower and weaker offensively than the other Fighting-types. A shallow movepool and average stats do it no favors, either. It does, however, have some unique features. Access to Eviolite's defensive boosts means its bulk becomes very impressive, especially with Bulk Up. Guts is another useful tool for Gurdurr, enabling it to fearlessly switch into stray Scalds and then recover health with STAB Drain Punch. The Bulk Up set is really the only one that should be considered; all other sets are outclassed by other Fighting-types in the tier. Despite being a one-trick pony, it does its trick well. It will certainly not blow holes in teams on the first turn it is sent out, but given a few turns to get rolling, it can become almost unstoppable.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Drain Punch
move 3: Payback / Stone Edge
move 4: Mach Punch
item: Eviolite
ability: Guts
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]

<p>This set can be an absolute menace to stop if it is allowed to get a few boosts under its belt. Bulk Up is its main move, and it is an absolutely amazing setup move on a slow, bulky sweeper like Gurdurr. After boosting both its Attack and Defense, Gurdurr can tank more hits and then recover damage with Drain Punch. Drain Punch is its reliable STAB move, and is also essential as the only form of recovery Gurdurr can effectively use. The options for a coverage move are few and far between. Payback is great on a slow sweeper, as it will more often than not have its power doubled. It also hits the Ghost- and Psychic-types that can reliably take Drain Punch. Stone Edge is the other main option, and it has good utility in hitting Mandibuzz, Moltres, and Scyther hard, as they would otherwise be able to beat Gurdurr with relative ease. Mach Punch rounds off the set, and is great for circumventing Gurdurr's low Speed. Finishing off weakened foes is always nice, and it becomes surprisingly powerful after a Bulk Up or two.</p>

[ADDITIONAL COMMENTS]

<p>The The EV spread patches up Gurdurr's weaker defensive stat, allowing it to switch into neutral special attacks from walls with ease. There are a number of other options for the EV spread. One alternative is 252 HP / 252 Atk / 4 SpD with an Adamant nature; using this spread, Gurdurr will hit much harder right off the bat, though at the cost of a significant amount of bulk. If this spread is chosen, then you must be more careful about what you switch Gurdurr into, as it will not take attacks nearly as well; however, more recovery will be gained from Drain Punch straight away, somewhat compensating for the lack of bulk. It is also possible to run a Sassy nature with the first EV spread, and Brave with the second spread, along with 0 Speed IVs. This will ensure that Gurdurr is slower than Slowking, doubling Payback's power. Guts is a great ability on Gurdurr, and it should be taken advantage of by switching into Scald, Sludge Bomb, Will-O-Wisp, and other such status-inducing moves.</p>

<p>Despite Guts, Gurdurr hates Toxic and Toxic Spikes, as it will be worn down far too quickly. Skuntank and Drapion are thus great partners, as they can absorb Toxic Spikes and Pursuit trap Ghost- and Psychic-types that make Gurdurr miserable, especially if it doesn't run Payback. As Cofagrigus has Mummy to negate the effect of Guts, a teammate to take its Will-O-Wisp is appreciated. Fire-types such as Entei or Typhlosion work very well, being able to switch in for free and scare Cofagrigus away with their powerful STAB moves. Qwilfish can switch into any of Gurdurr's attacks with ease and cripple it with Intimidate or eliminate any of the boosts it may have gained with Haze, so having a teammate to switch in on Qwilfish is another good idea. Sceptile and Rotom-C both do this job efficiently; the latter can also maintain momentum with Volt Switch.</p>

[Other Options]

<p>Gurdurr has a few other tricks it can make use of, but they are generally done better by other Fighting-types. It can take advantage of Guts by using a Flame Orb or Toxic Orb, but this will severely limit Gurdurr's longevity and durability, and Hariyama will generally do this more effectively. A Choice Band set would also be possible with Superpower or Hammer Arm, but again, it would lack the necessary bulk to be effective due to the loss of Eviolite. It can also use Substitute and Focus Punch, but reasons for deviating from the standard in this case are few and far between.</p>

[Checks and Counters]

<p>Faster Psychic-types in general are the bane of Gurdurr's existence, as they can take Mach Punch and lay down the hurt with their STAB moves. Cofagrigus is probably one of the best counters, being able to burn Gurdurr and get rid of Guts with Mummy. Intimidate users such as Qwilfish also stop it cold. Gallade and Medicham both make excellent checks due to their natural resistance to anything Gurdurr can throw at them and access to super effective STAB moves. Trick users completely cripple Gurdurr, and Mesprit and Rotom are both proficient at this because of their resistance and immunity to Fighting-type moves, respectively. Sigilyph can easily boost up alongside Gurdurr and OHKO it with a powerful Stored Power, but it does have to be wary of untimely critical hits. Slowking makes a good check to any Gurdurr not running the slower spread, as it can tank a hit or two and deal heavy damage with its STAB Psychic-type attacks, healing off damage later with Slack Off or Regenerator. Tangrowth can switch into Gurdurr all day due to Regenerator, put it to sleep, and wear it down with Leech Seed.</p>

[Unreleased]

<p>Iron Fist is an interesting ability which will power up both Drain Punch and Mach Punch. Missing out on Guts does limit some of Gurdurr's usefulness, however.</p>
 

complete legitimacy

is it cold in the water?
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Is Gurdurr even worthy of an update? This is the same informati
Code:
on that is on-site already. However, I think that Stone Edge is AC material. Literally the only use it has is hitting Moltres without the need for prediction. Life Orb Moltres can only do 71% maximum with Air Slash, and +1 Payback followed by Mach Punch KOes after Stealth Rock and Life Orb. Even if Stealth Rock isn't on the field, if it switches in to +1 Payback and decides that it wants to use Roost after Air Slash, then you just use Drain Punch and it dies. Mandibuzz can't beat Gurdurr with Payback either, as it does pitiful damage with Brave Bird after a Bulk Up, can't status you, and when it needs to Roost it can't it or else it dies. Anything else that resists Fighting is dealt the same damage by Payback or Stone Edge, with Payback having greater accuracy.
 

Django

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Well it was deemed "high priority" apparently. I agree though, there is not much to say about Gurdurr that hasn't already been said. There are certain bits on-site that I disagree with, such as Hitmonchan being a good teammate, but by and large there is not a lot new. Oh there is an alternative EV spread I guess. Gurdurr is a one-trick pony, all of its other sets are outclassed.

On the issue of Stone Edge, it can hit Mandibuzz as it tries to use Whirlwind. If QC members think it shouldn't be slashed then I'll go ahead and move it to AC.
 

Texas Cloverleaf

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Gurdurr needs a rewrite, not an update imo. On the issue of Stone Edge I find it useful if you have a solid Pursuit trapper so I'd leave it on the set.

Note that just Intimidate on Qwilfish isnt the reason he beats Gurdurr, its Intimidate+Taunt to stop further set up. Expand CnC a bit.

The set itself needs no changes, it just needs to be written so lets get this along.
QC APPROVED 1/3
 

Django

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Added a slower EV spread and some more checks and counters on the recommendation of Texas. Also mentioned that Stone Edge hits Scyther, who can otherwise set up SD in your face.
 

SilentVerse

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Mention Hammer Arm somewhere since it's a more powerful STAB option than Drain Punch, though Drain Punch is still better because of its healing effect.



QC APPROVED 2/3
 
Amateur GP Check

[Overview]

<p>RU is perhaps the tier most abundant within usable Fighting-types. Between Gallade, Medicham, Hitmonlee, and companyothers, Gurdurr canwill find it hard to fit onto teams. Initially, it would appear to be outclassed, being slower and weaker offensively than the other Fighting -types. SA shallow movepool and average stats do it nonot do it any favours either. It does, however, have some unique features. Access to the ever useful Eviolite means that its bulk ibecomes very impressive, especially when coupled with Bulk Up. Guts is another useful tool for Gurdurr, enabling it to fearlessly switch into stray Scalds fearlessly, and then recover health with STAB Drain Punch. The Bulk Up is set is really the only Gurdurr set that should be considered,; all other sets are outclassed by other Fighting-types in the tier. Despite being a one trick pony, it does its trick well. It will certainly will not blow holes into teams on the first turn it is on the fieldsent out, but given a few turns to get rolling, it can become almost unstoppable. </p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Drain Punch
move 3: Payback / Stone Edge
move 4: Mach Punch
item: Eviolite
ability: Guts
evs: 252 HP / 4 Atk / 252 SpD
nature: Careful

[SET COMMENTS]

<p>This can be an absolute menace to stop if it is allowed to get a few boosts under its belt. Bulk Up is the main move, and it makes for an absolutely amazing set up move on a slow and, bulky sweeper like Gurdurr. After boosting both Attack and Defense it, Gurdurr can tank hits more hitseasily and then recover damage with Drain Punch. Drain Punch is the reliable STAB move, and is also essential as the only form of recovery Gurdurr can effectively use. The options for a coverage move are few and far between. Payback is great on a slow sweeper, as more often than not, ist will have its power doubled. It also hits the Ghost- and Psychic-types that can reliably take Drain Punch. Stone Edge is the other main option, and it has good utility in hitting Mandibuzz, Moltres, and Scyther hard, as they would otherwise be able to beat Gurdurr with relative ease. Mach Punch rounds outff the set, and is great for circumventing Gurdurr's low Speed. Finishing off weakened foes is always nice, and it becomes surprisingly powerful after a Bulk Up or two. </p>

[ADDITIONAL COMMENTS]

<p>The chosen EVs are used to patch up Gurdurr's weaker defensive stat, and means it can switch into a lot of neutral attacks from walls. There are a number of other options for the EV spread. One alternative is 252 HP / 252 Atk / 4 SpD with an Adamant nature. U; using this spread, Gurdurr will hit much harder right off the bat, at the cost of a significant amount of bulk. If this spread is chosen, then you must be more careful about what you switch Gurdurr into, as it will not take attacks nearly as well. It should be noted that more recovery will be gained from Drain Punch straight away, somewhat compensating for the lack of bulk. It is also possible to run a Sassy nature with the first EV spread, or a Brave onnature with the second spread, along with 0 Speed IVs. This will ensure you are slower than Slowking, which means yourthat Payback will have double the power and, enableing you to beat Slowking much more often. Guts is a great ability on Gurdurr, and it should be taken advantage of by switching into Scald, Sludge Bomb, and other such moves in order to fish for statutatus-inflicting moves. </p>

<p>Despite Guts, Gurdurr does hates Toxic and Toxic Spikes, as it will diebe worn down far too quickly. Skuntank makes aand Drapion make for great partners because of this,they will absorbing Toxic Spikes. It can also and Pursuit trap the Ghost- and Psychic-types to make Gurdurrs life easier. Drapion can also do the same. Ashat are troublesome to Gurdurr. Because Cofagrigus has Mummy to negate the effect of Guts, a teammate to take Will-O-Wisp from Cofagrigus is appreciated. Fire -types, such as Entei or Typhlosion, work very well, being able to switch in for free and scare Cofagrigus away with high powered STAB moves. Qwilfish can switch in and out, grinding Gurdurr to a hflat through Intimidate, so a teammate to switch in on Qwilfish and scare it away is another good idea. Sceptile and Rotom-C both do this job efficiently, and Rotom-C can maintain momentum with Volt Switch. </p>

[OTHER OPTIONSther Options]

<p>Gurdurr has a few other tricks it can make use of, but they are generally they are done better by other Fighting-types. It can abuse Guts by using a Flame Orb or Toxic Orb, but this will severely limit Gurdurr's bulk and survivability., and Haryiama wouldill generally do this better. A Choice Band set would also be possible with Superpower or Hammer Arm, but again, it would lack the necessary bulk to be effective due to the loss of Eviolite. It can also use Substitute and Focus Punch, but reasons for deviating from the standard in this case are few and far between.</p>

[CHECKS AND COUNTERShecks and Counters]

<p>Faster Psychic-types in general are the bane of Gurdurr's existence, as they can take Mach Punch and lay down the hurt with their STAB moves. Cofagrigus is probably one of the best counters, being able to burn Gurdurr and get rid of Guts with Mummey. Intimidate users such as Qwilfish also stop it cold. Gallade and Medicham both make excellent checks due to their natural resistance to anything Gurdurr can throw at themGurdurr's moves and super effective STAB moves. Trick users completely cripple Gurdurr, and Mesprit and Rotom are both proficient at this because of their resistance and immunity to Fighting-type moves, respectively. Sigilyph can easily boost up alongside Gurdurr and then OHKO it with a powerful Stored Power, but it does have to be wary of untimely critical hits. Slowking makes a good check to any Gurdurr not running the slower spread, as it can tank a hit or two and use its STAB movePsychic-type attacks to deal heavy damage, healing itself later on with Slack Off or Regenerator. Tangrowth can switch into Gurdurr all day due to Regenerator and wear it down with Sleep Powder and Leech Seed. </p>

[UNRELEASEDnreleased]

<p>Iron Fist is an interesting ability which will power up both Drain Punch and Mach Punch. Missing out on gGuts does limit some of Gurdurrs usefulness however. </p>


[Overview]

<p>RU is perhaps the tier most abundant in usable Fighting-types. Between Gallade, Medicham, Hitmonlee, and others, Gurdurr will find it hard to fit onto teams. Initially, it would appear to be outclassed, being slower and weaker offensively than the other Fighting-types. A shallow movepool and average stats do not do it any favors either. It does, however, have some unique features. Access to Eviolite means that its bulk becomes very impressive, especially when coupled with Bulk Up. Guts is another useful tool for Gurdurr, enabling it to fearlessly switch into stray Scalds, and then recover health with STAB Drain Punch. The Bulk Up set is really the only set that should be considered; all other sets are outclassed by other Fighting-types in the tier. Despite being a one trick pony, it does its trick well. It will certainly not blow holes into teams on the first turn it is sent out, but given a few turns to get rolling, it can become almost unstoppable.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Drain Punch
move 3: Payback / Stone Edge
move 4: Mach Punch
item: Eviolite
ability: Guts
evs: 252 HP / 4 Atk / 252 SpD
nature: Careful

[SET COMMENTS]

<p>This can be an absolute menace to stop if it is allowed to get a few boosts under its belt. Bulk Up is the main move, and it makes for an absolutely amazing setup move on a slow, bulky sweeper like Gurdurr. After boosting both Attack and Defense, Gurdurr can tank hits more easily and then recover damage with Drain Punch. Drain Punch is the reliable STAB move, and is also essential as the only form of recovery Gurdurr can effectively use. The options for a coverage move are few and far between. Payback is great on a slow sweeper, as more often than not, it will have its power doubled. It also hits the Ghost- and Psychic-types that can reliably take Drain Punch. Stone Edge is the other main option, and it has good utility in hitting Mandibuzz, Moltres, and Scyther hard, as they would otherwise be able to beat Gurdurr with relative ease. Mach Punch rounds off the set, and is great for circumventing Gurdurr's low Speed. Finishing off weakened foes is always nice, and it becomes surprisingly powerful after a Bulk Up or two.</p>

[ADDITIONAL COMMENTS]

<p>The chosen EVs are used to patch up Gurdurr's weaker defensive stat. There are a number of other options for the EV spread. One alternative is 252 HP / 252 Atk / 4 SpD with an Adamant nature; using this spread, Gurdurr will hit much harder right off the bat, at the cost of a significant amount of bulk. If this spread is chosen, then you must be more careful about what you switch Gurdurr into, as it will not take attacks nearly as well. It should be noted that more recovery will be gained from Drain Punch straight away, somewhat compensating for the lack of bulk. It is also possible to run a Sassy nature with the first EV spread, or a Brave nature with the second spread, along with 0 Speed IVs. This will ensure you are slower than Slowking, which means that Payback will have double the power, enabling you to beat Slowking much more often. Guts is a great ability on Gurdurr, and it should be taken advantage of by switching into Scald, Sludge Bomb, and other status-inflicting moves.</p>

<p>Despite Guts, Gurdurr hates Toxic and Toxic Spikes, as it will be worn down far too quickly. Skuntank and Drapion make for great partners because they will absorb Toxic Spikes and Pursuit trap the Ghost- and Psychic-types that are troublesome to Gurdurr. Because Cofagrigus has Mummy to negate the effect of Guts, a teammate to take Will-O-Wisp from Cofagrigus is appreciated. Fire-types, such as Entei or Typhlosion, work very well, being able to switch in for free and scare Cofagrigus away with high powered STAB moves. Qwilfish can switch in and out, grinding Gurdurr to a flat through Intimidate, so a teammate to switch in on Qwilfish and is another good idea. Sceptile and Rotom-C both do this job efficiently, and Rotom-C can maintain momentum with Volt Switch.</p>

[Other Options]

<p>Gurdurr has a few other tricks it can make use of, but they are generally done better by other Fighting-types. It can abuse Guts by using a Flame Orb or Toxic Orb, but this will severely limit Gurdurr's bulk and survivability, and Haryiama will generally do this better. A Choice Band set would also be possible with Superpower or Hammer Arm, but again, it would lack the necessary bulk to be effective due to the loss of Eviolite. It can also use Substitute and Focus Punch, but reasons for deviating from the standard in this case are few and far between.</p>

[Checks and Counters]

<p>Faster Psychic-types in general are the bane of Gurdurr's existence, as they can take Mach Punch and lay down the hurt with their STAB moves. Cofagrigus is probably one of the best counters, being able to burn Gurdurr and get rid of Guts with Mummy. Intimidate users such as Qwilfish also stop it cold. Gallade and Medicham both make excellent checks due to their natural resistance to Gurdurr's moves and super effective STAB moves. Trick users completely cripple Gurdurr, and Mesprit and Rotom are both proficient at this because of their resistance and immunity to Fighting-type moves, respectively. Sigilyph can easily boost up alongside Gurdurr and then OHKO it with a powerful Stored Power, but it does have to be wary of untimely critical hits. Slowking makes a good check to any Gurdurr not running the slower spread, as it can tank a hit or two and use its STAB Psychic-type attacks to deal heavy damage, healing itself later on with Slack Off or Regenerator. Tangrowth can switch into Gurdurr all day due to Regenerator and wear it down with Sleep Powder and Leech Seed.</p>

[Unreleased]

<p>Iron Fist is an interesting ability which will power up both Drain Punch and Mach Punch. Missing out on Guts does limit some of Gurdurrs usefulness however.</p>
 
Deletions
Additions / Corrections
Comments


I am working on top of DC's amateur check, by the way.

[Overview]

<p>RU is perhaps the tier most abundant with in usable Fighting-types. Between Gallade, Medicham, Hitmonlee, and company others, Gurdurr can find it hard to fit onto teams. Initially, it would appear to be outclassed, being slower and weaker offensively than the other Fighting-types. A shallow movepool and average stats do it no favors, either. It does, however, have some unique features. Access to the ever useful Eviolite means its bulk is becomes very impressive, especially when coupled with Bulk Up. Guts is another useful tool for Gurdurr, enabling it to fearlessly switch into stray Scalds fearlessly and then recover health with STAB Drain Punch. The Bulk Up is set is really the only Gurdurr set one that should be considered; all other sets are outclassed by other Fighting-types in the tier. Despite being a one-trick pony, it does its trick well. It will certainly will not blow holes in teams on the first turn it is on the field sent out, but given a few turns to get rolling, it can become almost unstoppable.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Drain Punch
move 3: Payback / Stone Edge
move 4: Mach Punch
item: Eviolite
ability: Guts
evs: 252 HP / 4 Atk / 252 SpD
nature: Careful

[SET COMMENTS]

<p>This set can be an absolute menace to stop if it is allowed to get a few boosts under its belt. Bulk Up is the main move, and it makes for an absolutely amazing setup move on a slow, and bulky sweeper like Gurdurr. After boosting both Attack and Defense, it Gurdurr can tankmore hits and then recover heal off damage with Drain Punch. Drain Punch is the reliable STAB move, and is also essential as the only form of recovery Gurdurr can effectively use. The options for a coverage move are few and far between. Payback is great on a slow sweeper, as more often than not, is it will have its power doubled. It also hits the Ghost- and Psychic-types that can reliably take Drain Punch. Stone Edge is the other main option, and it has good utility in hitting Mandibuzz, Moltres, and Scyther hard, as they would otherwise be able to beat Gurdurr with relative ease. Mach Punch rounds out off the set, and is great for circumventing Gurdurr's low Speed. Finishing off weakened foes is always nice, and it becomes surprisingly powerful after a Bulk Up or two.</p>

[ADDITIONAL COMMENTS]

<p>The chosen EVs are used to EV spread patches up Gurdurr's weaker defensive stat, allowing it to switch into neutral special attacks from walls with ease. and means it can switch into a lot of neutral attacks from walls. There are a number of other options for the EV spread. One alternative is 252 HP / 252 Atk / 4 SpD with an Adamant nature; using this spread, Gurdurr will hit much harder right off the bat, though at the cost of a significant amount of bulk. If this spread is chosen, then you must be more careful about what you switch Gurdurr into, as it will not take attacks nearly as well; however, It should be noted that more recovery will be gained from Drain Punch straight away, somewhat compensating for the lack of bulk. It is also possible to run a Sassy nature with the first EV spread, and or a Brave one with the second spread, along with 0 Speed IVs. This will ensure you are that Gurdurr is slower than Slowking, which means your doubling Payback's power will have double the power and enable you to beat Slowking much more often. Guts is a great ability on Gurdurr, and it should be taken advantage of by switching into Scald, Sludge Bomb, and other such moves in order to fish for status status-inducing moves.</p>
(add line break between the two paragraphs)
<p>Despite Guts, Gurdurr does hates Toxic and Toxic Spikes, as it will die be worn down far too quickly. Skuntank makes a and Drapion are thus great partners, as they can because of this, absorbing absorb Toxic Spikes. It can also and Pursuit trap the Ghost- and Psychic-types that make Gurdurr miserable, especially if it doesn't run Payback. to make Gurdurrs life easier. Drapion can also do the same. As Cofagrigus has Mummy to negate the effect of Guts, a teammate to take Will-O-Wisp from Cofagrigus it is appreciated. Fire-types such as Entei or Typhlosion work very well, being able to switch in for free and scare Cofagrigus away with high powered their powerful STAB moves. Qwilfish can switch into any of Gurdurr's attacks with ease and cripple it with Intimidate and out, grinding Gurdurr to a hlat through Intimidate, so having a teammate to switch in on Qwilfish and scare it away is another good idea. Sceptile and Rotom-C both do this job efficiently; the latter and Rotom-C can also maintain momentum with Volt Switch.</p>

[Other Options]

<p>Gurdurr has a few other tricks it can make use of, but they are generally they are done better by other Fighting-types. It can abuse Guts by using a Flame Orb or Toxic Orb, but this will severely limit Gurdurr's bulk and longevity, survivability and Haryiama will generally do this better. A Choice Band set would also be possible with Superpower or Hammer Arm, but again, it would lack the necessary bulk to be effective due to the loss of Eviolite. It can also use Substitute and Focus Punch, but reasons for deviating from the standard in this case are few and far between.</p>

[Checks and Counters]

<p>Faster Psychic-types in general are the bane of Gurdurr's existence, as they can take Mach Punch and lay down the hurt with their STAB moves. Cofagrigus is probably one of the best counters, being able to burn Gurdurr and get rid of Guts with Mummy. Intimidate users such as Qwilfish also stop it cold. Gallade and Medicham both make excellent checks due to their natural resistance to anything Gurdurr can throw at them and access to super effective STAB moves. Trick users completely cripple Gurdurr, and Mesprit and Rotom are both proficient at this because of their resistance and immunity to Fighting-type moves, respectively. Sigilyph can easily boost up alongside Gurdurr and then OHKO it with a powerful Stored Power, but it does have to be wary of untimely critical hits. Slowking makes a good check to any Gurdurr not running the slower spread, as it can tank a hit or two and use its STAB move to deal heavy damage with its STAB Psychic-type attacks, healing itself off damage later on with Slack Off or Regenerator. Tangrowth can switch into Gurdurr all day due to Regenerator, put it to sleep, and wear it down with Sleep Powder and Leech Seed.</p>

[Unreleased]

<p>Iron Fist is an interesting ability which will power up both Drain Punch and Mach Punch. Missing out on Guts does limit some of Gurdurr's usefulness, however.</p>




GP 1 / 2
 
placeholder

[Overview]

<p>RU is perhaps the tier most abundant in usable Fighting-types. Between Gallade, Medicham, Hitmonlee,(add comma) and others, Gurdurr can find it hard to fit onto teams. Initially,(add comma) it would appear to be outclassed, being slower and weaker offensively than the other Fighting types. A shallow movepool and average stats do it no favours favors, either. It does, however, have some unique features. Access to Eviolite's defensive boosts means its bulk becomes very impressive, especially with Bulk Up. Everything has access to Eviolite Guts is another useful tool for Gurdurr, enabling it to fearlessly switch into stray Scalds and then recover health with STAB Drain Punch. The Bulk Up set is really the only one that should be considered; all other sets are outclassed by other Fighting-types in the tier. Despite being a one-trick pony, it does its trick well. It will certainly not blow holes in teams on the first turn it is sent out, but given a few turns to get rolling,(add comma) it can become almost unstoppable.(remove space)</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Drain Punch
move 3: Payback / Stone Edge
move 4: Mach Punch
item: Eviolite
ability: Guts
evs: 252 HP / 4 Atk / 252 SpD
nature: Careful

[SET COMMENTS]

<p>This set can be an absolute menace to stop if it is allowed to get a few boosts under its belt. Bulk Up is the main move, and it makes for an absolutely amazing set up move on a slow, bulky sweeper like Gurdurr. After boosting both Attack and Defense, Gurdurr can tank more hits and then recover damage with Drain Punch. Drain Punch is the reliable STAB move, and is also essential as the only form of recovery Gurdurr can effectively use. The options for a coverage move are few and far between. Payback is great on a slow sweeper, as more often than not is will have its power doubled. It also hits the Ghost- and Psychic-types that can reliably take Drain Punch. Stone Edge is the other main option, and it has good utility in hitting Mandibuzz, Moltres,(add comma) and Scyther hard, as they would otherwise be able to beat Gurdurr with relative ease. Mach Punch rounds off the set, and is great for circumventing Gurdurr's low Speed. Finishing off weakened foes is always nice, and it becomes surprisingly powerful after a Bulk Up or two.(remove space)</p>

[ADDITIONAL COMMENTS]

<p>The The EV spread patches up Gurdurr's weaker defensive stat, allowing it to switch into neutral special attacks from walls with ease. There are a number of other options for the EV spread. One alternative is 252 HP / 252 Atk / 4 SpD with an Adamant nature; using this spread, Gurdurr will hit much harder right off the bat, though at the cost of a significant amount of bulk. If this spread is chosen, then you must be more careful about what you switch Gurdurr into, as it will not take attacks nearly as well; however, more recovery will be gained from Drain Punch straight away, somewhat compensating for the lack of bulk. It is also possible to run a Sassy nature with the first EV spread, and Brave with the second spread, along with 0 Speed IVs. This will ensure that Gurdurr is slower than Slowking, doubling Payback's power. Guts is a great ability on Gurdurr, and it should be taken advantage of by switching into Scald, Sludge Bomb,(add comma) and other such status-inducing moves.</p>

<p>Despite Guts, Gurdurr hates Toxic and Toxic Spikes, as it will be worn down far too quickly. Skuntank and Drapion are thus great partners, as they can absorb Toxic Spikes and Pursuit trap Ghost- and Psychic-types that make Gurdurr miserable, especially (add space)if it doesn't run Payback. As Cofagrigus has Mummy to negate the effect of Guts, a teammate to take Will-O-Wisp from it is appreciated. Fire types Fire-types such as Entei or Typhlosion work very well, being able to switch in for free and scare Cofagrigus away with their powerful STAB moves. Qwilfish can switch into any of Gurdurr's attacks with ease and cripple it with Intimidate, so having a teammate to switch in on Qwilfish is another good idea. Sceptile and Rotom-C both do this job efficiently; the latter can also maintain momentum with Volt Switch.(remove space)</p>

[Other Options]

<p>Gurdurr has a few other tricks it can make use of, but they are generally done better by other Fighting-types. It can abuse Guts by using a Flame Orb or Toxic Orb, but this will severely limit Gurdurr's bulk and longevity, and Haryiama will generally do this better. A Choice Band set would also be possible with Superpower or Hammer Arm, but again, it would lack the necessary bulk to be effective due to the loss of Eviolite. It can also use Substitute and Focus Punch, but reasons for deviating from the standard set in this case are few and far between.</p>

[Checks and Counters]

<p>Faster Psychic-types in general are the bane of Gurdurr's existence, as they can take Mach Punch and lay down the hurt with their STAB moves. Cofagrigus is probably one of the best counters, being able to burn Gurdurr and get rid of Guts with Mummy. Intimidate users such as Qwilfish also stop it cold. Gallade and Medicham both make excellent checks due to their natural resistance to anything Gurdurr can throw at them and access to super effective STAB moves. Gallade makes for an excellent check due to its natural resistances to nearly anything Gurdurr can throw at it; additionally, Gallade can retaliate with a STAB super effective move.I would remove Medicham from this list. Switching Medicham into a resisted Drain Punch is certainly not ideal. Medicham is more of a counter and not a check Trick users completely cripple Gurdurr, and Mesprit and Rotom are both proficient at this because of their resistance and immunity to Fighting-type moves, respectively. Sigilyph can easily boost up alongside Gurdurr and OHKO it with a powerful Stored Power, but it does have to be wary of untimely critical hits. Slowking makes a good check to any Gurdurr not running the slower spread, as it can tank a hit or two and deal heavy damage with its STAB Psychic-type attacks, healing off damage later with Slack Off or Regenerator. Tangrowth can switch into Gurdurr all day due to Regenerator, put it to sleep, and wear it down with Leech Seed.(remove space)</p>

[Unreleased]

<p>Iron Fist is an interesting ability which will power up both Drain Punch and Mach Punch. Missing out on Guts does limit some of Gurdurr's usefulness,(add comma) however.(remove space)</p>
 
working over sir's check

set said:
item: Eviolite
ability: Guts
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD
nature: Careful
SET COMMENTS said:
Bulk Up is the its main move, and it makes for is an absolutely amazing set up setup move on a slow, bulky sweeper like Gurdurr. After boosting both its Attack and Defense, Gurdurr can tank more hits and then recover damage with Drain Punch. Drain Punch is the its reliable STAB move, and is also essential as the only form of recovery Gurdurr can effectively use. The options for a coverage move are few and far between. Payback is great on a slow sweeper, as it will more often than not is will have its power doubled
AC second paragraph said:
As Cofagrigus has Mummy to negate the effect of Guts, a teammate to take its Will-O-Wisp from it is appreciated.
OO said:
It can abuse take advantage of Guts by using a Flame Orb or Toxic Orb, but this will severely limit Gurdurr's longevity, and Haryiama Hariyama will generally do this better more effectively.


gp approved 2/2
 

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