Offensive Grumpig [QC 3/3] [GP 2/2]

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RUPL Champion
QC: Raiza, Tone114, Anty
GP: Antemortem, MysticNova
[SET]
name: Offensive
move 1: Psychic
move 2: Focus Blast
move 3: Taunt
move 4: Thunder Wave / Signal Beam
item: Leftovers / Colbur Berry
ability: Thick Fat
nature: Modest
EVs: 160 HP / 252 SpA / 96 Spe

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

Psychic is Grumpig's main attacking move and, when combined with Focus Blast to hit Steel- and Dark-types, it gives Grumpig nearly perfect coverage, only missing out on Psychic-types. Taunt stops defensive Pokemon from recovering versus Grumpig, making it much harder for Pokemon such as Clefairy to counter it, while also preventing other non-attacking moves, from entry hazards to setup moves such as Shell Smash. Thunder Wave cripples Pokemon that Grumpig cannot OHKO such as Articuno, making them easier to take down later. Signal Beam gives Grumpig perfect neutral coverage, allowing it to hit Psychic-types such as Duosion and other Grumpig for super effective damage. Shadow Ball can be used over Signal Beam to hit Ghost-types for super effective damage while being slightly stronger than Signal Beam, but Grumpig generally prefers super effective coverage for Grass-types over coverage for Ghost-types.

Set Details
========

96 Speed EVs enable Grumpig to outrun Pawniard with maximum Speed investment and an Adamant nature, maximum Speed Whirlipede at +1, as well as uninvested Vigoroth, allowing Grumpig to Taunt them before they can use entry hazards or set up. Maximum Special Attack investment and a Modest nature turn Grumpig into an offensive powerhouse, while the rest of the EVs are dumped into HP to allow it to tank random hits better. Thick Fat gives Grumpig a resistance to two common offensive types in PU, Ice and Fire, making it one of the best checks to common threats such as Regice and Ninetales. Leftovers increases Grumpig's longevity with passive recovery, whereas Colbur Berry lures Dark-types and helps Grumpig to withstand Knock Offs better.

Usage Tips
========

Grumpig plays the role of a special tank, and will normally be taking special hits and firing off strong attacks throughout the game. Psychic is the attacking move to use most of the time unless specifically trying to hit a resist or immunity with Focus Blast or Signal Beam. If Grumpig lacks a Colbur Berry, it should stay clear of Pokemon that commonly carry Knock Off as a coverage move, such as Machoke and Leafeon, as well as Dark-types in general. If it is holding a Colbur Berry, Grumpig's main objective is to lure in and cripple or KO Pokemon that expect to KO it, so it can be left in on attacks such as Pawniard's Sucker Punch in order to KO it with Focus Blast. Try to hide the fact that Grumpig is offensive and not defensive in order to lure and KO Pawniard and Probopass, as revealing the set too early removes its surprise element. Using Thunder Wave frequently is a good way to cripple opposing teams early on without wasting a turn: Grumpig will attack before the opponent once it's been paralyzed, making up for the lost turn. Taunt should be used versus every predicted non-attacking move to disrupt foes. This is especially important when predicting a foe attempting to use a recovery or status move that can cripple Grumpig, although Grumpig should only use Taunt when faster than the opposing Pokemon. Grumpig can be switched into most special attackers as a check, especially Fire- and Ice-types thanks to Thick Fat, but it gets worn down due to its lack of recovery and is unable to reliably switch into Pokemon such as Simipour over longer games.

Team Options
========

Grumpig fits best on balanced and bulky offense teams that need a Pokemon to take special hits and retaliate with strong attacks. A method of entry hazard removal, while not essential, is highly beneficial for Grumpig, because it gets worn down rather quickly with only :eftovers to supplement it. Entry hazard setters also go well with Grumpig, as it can force switches easily, prevent Defog with Taunt, and counters Avalugg and Torkoal, two of the three Rapid Spinners in the tier. Pursuit trappers such as Stoutland can help Grumpig by trapping Ghost-types, which can all beat it 1v1, as well as Psychic-types, which totally wall variants lacking Signal Beam. Other Ghost resists, such as Pawniard, or or Normal-types can take Ghost-type attacks for Grumpig. Ghost- and Dark-types, such as Dusknoir and Zweilous, are also good teammates to handle opposing Psychic-types. Dark-type resists such as Poliwrath are essential to take Knock Offs aimed at Grumpig and handle Dark-types in general. Grass-types such as Tangela appreciate Grumpig's ability to check opposing Fire- and Ice-types, their two biggest weaknesses, although any Pokemon weak to Fire or Ice can make good teammates. Strong wallbreakers such as Stoutland can use Grumpig's paralysis support to make quick work of opposing teams once they are slowed, and physical wallbreakers also help Grumpig without Taunt get past dedicated special walls such as Clefairy, which otherwise counter Grumpig. Grumpig can also benefit from Wish support from Lickilicky, which helps it stay healthy throughout the game.
 
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[SET COMMENTS]
Moves
========

specify what are the other ''random'' moves, which are entry hazards, statuses, and setup moves too.

Set Details
========

you might want to mention more pokemon that grumpig can oustpeed with 96 evs in speed, as you beat pawniard anyway if you run colbur and thats speed creep.
mention some fire and ice types pokemon

Usage Tips
========

mention that this set plays the role of an offensive tank
mention that this set mainly counts on baiting Grumpig's common checks and counters such as Pawniard, and explain how.
mention that taunt should be used mainly when grumpig is faster than the target
mention ice and fire types grumpig can check thanks to thick fat

Team Options
========
mention in what playstyle this fits
mention pokemon that can take physical attacks ie: physical walls such as peli gourg etc.
mention clerics
mention ice and fire attackers
dont say fighting types such as, just mention Poliwrath, Monferno and Machoke, as they are the only 3 viable fighting types in the meta atm, and change the sentence accordingly
mention that wallbreakers also can weaken special walls and allow grumpig to break through them if it is not running taunt

Megazard Z do this and consider QC 1/3
 
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ok I implemented most of this and am ready for another check. However, not sure what to do for this suggestion
mention ice and fire attackers
why do they go better with Grumpig? I don't really see why those types specifically belong on a team with it, so I'm holding back on that one
 
You can mention Ice types like Regice and Rotom-F as they benefit as well from Grumpig checking Fire-types. I believe this is what Raiza. was referring to. Also mention Wish support as well as Grumpig gets easily worn down. Everything else looks good, so consider it QC 2/3 when you implement the changes.
 
Alright, implemented, just waiting for Raiza to clarify just in case there was something else I needed to implement before I write this up.
 
no I was meaning you have to add examples of fire and ice types when you mention grumpig checks them, at least one time
 
mention that this thing can be added on teams that can't really check dark types well AND OR teams that want dark types gone for their shit to sweep (think pawniard and mightyena and shit that struggles w/ them) when talking about colbur

ALSO PU ANALYSES SUBFORUM IS FREED WOOP
 
implemented kingler's suggestion, written, and ready for check #3
 
you know im not QC but ill suggest a few things :]

moves: include that taunt prevents status like toxic that can wear down pig

TO: mention pawn as pursuit trapper

looks good, mag should check it :o
 
Did the status thing but not pursuit pawn as I already talk about it anyway
 
You only need 96 speed EVs to beat pawn so move the 4 to HP. I dont really like custap as i think lefties is too important to drop but if other QC are fine w/ it i dont really mind (you also beat pawn as you say and mightyena isnt too huge of a problem - also other knock users like simi arent common enough to justify us - i guess vs sucker pawn it is nice but that if u have revealed ur set - also it isnt pigs job to take on physical attackers). sorry for all the dashes. Also thoughts on switching taunt and twave? Taunt is a staple on this set im finding esp with the rise of clef along w/ other specially bulky mons and a lot of twave targets are blown back by a psychic (also thinking about it sball is important @_@)

moves: talk more about focus blast ie specifically say it hits steel and dark types

SD: give a heavy mention to a possible spread of 176 speed EVs which lets it outspeed max 70s (bell/mightyena/wrath)
'which allows Grumpig lacking a Colbur Berry to land a surprise KO with Focus Blast.' - i dont really understand what you mean by that as w/ or w/o colbur you still KO it (pawn 9/10 wont predict you unless you have revealed the set)

UT: looks good but i think you should mention to try and keep the set hidden (mainly focus blast) as it lets you bait pokes like probopass and pawniard

TO: 'If running Colbur Berry, Grumpig should be used on teams that need Dark-types to be lured and removed for other team members, such as Beheeyem, to do their job more effectively' - i dislike this as firstly running two slow psychics isnt a good option in this meta imo and secondly pig is still unreliable at removing darks as its not like you can switch in, and if ur opp has a +1 mightyena w/ rocks and prior chip damage grumpig just dies (same w/ +2 pawn sucker and if ur bringing it in vs pawn its kinda obvious what u r trying to do - also in general lack of item really raises suspicions)
'If not running Colbur Berry, Dark-type resists such as Poliwrath' - yeah even if u r running colbur you still want a dark resist on ur team

ill talk to other QC about the set then stamp Megazard Z
 
Taunt needs his slot for sure, but shadow ball is pretty mediocre too id replace it with signal beam regardless since it is nice in emergency situation with colbur and stilo handles psychic types + a little more against grass types

So:

Psychic with Psyshock in moves for clefairt
Focus Blast
Taunt
Thunder Wave / Signal Beam

Fine with most anty said
 
dgriYMI.gif
3/3

(do what galbia said + what i said - his moveset + colbur is alright to stay)
 
[SET]
name: Offensive
move 1: Psychic
move 2: Focus Blast
move 3: Taunt
move 4: Thunder Wave / Signal Beam
item: Leftovers / Colbur Berry
ability: Thick Fat
nature: Modest
EVs: 160 HP / 252 SpA / 96 Spe

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

Psychic is Grumpig's main attacking move and, when combined with Focus Blast to hit Steel- and Dark-types, gives Grumpig nearly perfect coverage, only missing out on Psychic-types. Taunt is used to stops defensive Pokemon from recovering versus Grumpig,(AC) making it much harder for Pokemon like such as Clefairy to counter it, while also preventing other non-attacking moves,(AC) from entry hazards setting to set up moves such as Shell Smash. Thunder Wave cripples Pokemon that Grumpig cannot OHKO such as Articuno, making them easier to take down later. Signal Beam is an alternate option that gives Grumpig perfect neutral coverage, allowing it to hit Psychic-types such as Duosion and other Grumpig for super effective damage.

Set Details
========

96 Speed EVs allow Grumpig is used to outrun Pawniard with maximum Speed investment and an Adamant nature, while also outspeeding as well as maximum Speed Whirlipede at +1 and uninvested Vigoroth, allowing Grumpig to Taunt them both. Maximum Special Attack investment and a Modest nature turn Grumpig into an offensive powerhouse, while the rest of the EVs are dumped into HP to allow it to tank random hits better. Thick Fat is the preferred ability, as it gives Grumpig a resistance to two common attacking offensive types in PU, Ice and Fire, making it one of the best checks to common threats Pokemon such as Regice and Ninetales. Leftovers can be held to increases Grumpig's longevity with passive recovery, although Colbur Berry is also an option to lures Dark-types and helps Grumpig withstand take Knock Offs better.

Usage Tips
========

Grumpig plays the role of a special tank, and will normally be taking special hits and firing off strong attacks throughout the game. Psychic is the attacking move to use most of the time unless specifically trying to hit a resist or immunity with Focus Blast or Signal Beam. If Grumpig lacks a Colbur Berry, it should stay clear of Pokemon which that commonly carry Knock Off as a coverage move, such as Machoke and Leafeon, as well as Dark-types in general. If it is holding a Colbur Berry, Grumpig's main objective is to lure in and cripple or KO Pokemon that expect to KO it, so it can be left in on attacks such as Pawniard's Sucker Punch in order to KO it with Focus Blast. Try to hide the fact that Grumpig is offensive and not defensive in order to lure and KO Pawniard and Probopass, as revealing the set too early removes the its surprise element in the set. Using Thunder Wave frequently is a good way to cripple opposing teams early on while not wasting a turn,(AC) as since Grumpig will attack before the opponent after it's paralyzed, making up for the lost turn. Taunt should be used versus every predicted non-attacking move to disrupt foes opponents. This is especially important when predicting a foe to use is using a recovery move or status moves that can cripple Grumpig, although Grumpig should only use Taunt when faster than the opposing Pokemon. Grumpig can be switched into most special attackers as a check, especially Fire- and Ice-types due thanks to Thick Fat, but gets worn down thanks due to its lack of recovery and cannot its inability to reliably switch into Pokemon such as Simipour over in longer games.

Team Options
========

Grumpig fits best on balanced and bulky offense teams that need a Pokemon to take special hits and retaliate with strong attacks. A method of entry hazard removal support, while not essential, is highly beneficial for Grumpig because it gets worn down rather quickly with only Leftovers to supplement it sometimes. Entry hazard setters also go well with Grumpig, as it can force switches easily, prevent Defog with Taunt, and counters Avalugg and Torkoal, two of the three Rapid Spinners in the tier. Pursuit trappers such as Stoutland can help trap Ghost-types for Grumpig,(AC) which can all beat it 1v1, as well as Psychic-type,(AC) which totally wall variants lacking Signal Beam. Other Ghost resists, such as Pawniard, or immunities such as Pawniard can take Ghost-type attacks for Grumpig, and Ghost- and Dark-types such as Dusknoir (add Dark-type here so it doesn't look like Dusknoir is a Dark-type) are also good teammates to handle opposing Psychic-types. Dark-type resists such as Poliwrath are essential to take Knock Offs aimed at Grumpig and handle Dark-types in general. Grass-types such as Tangela appreciate Grumpig's ability to check opposing Fire- and Ice-types, their two biggest weaknesses, although any Pokemon weak to Fire or Ice can make good teammates. Strong wallbreakers such as Stoutland can abuse Grumpig's paralysis support to make quick work of opposing teams once they are slowed, and physical wallbreakers also help Grumpig without Taunt get past dedicated special walls such as Clefairy, which otherwise counter Grumpig. Grumpig can also benefit from Wish support from Lickilicky,(AC) which helps it stay healthy throughout the game.
GP 1/2
 
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[SET]
name: Offensive
move 1: Psychic
move 2: Focus Blast
move 3: Taunt
move 4: Thunder Wave / Signal Beam
item: Leftovers / Colbur Berry
ability: Thick Fat
nature: Modest
EVs: 160 HP / 252 SpA / 96 Spe

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

Psychic is Grumpig's main attacking move and, when combined with Focus Blast to hit Steel- and Dark-types, it gives Grumpig nearly perfect coverage, only missing out on Psychic-types. Taunt stops defensive Pokemon from recovering versus Grumpig, making it much harder for Pokemon such as Clefairy to counter it, while also preventing other non-attacking moves, from entry hazards to set(space) up moves such as Shell Smash. Thunder Wave cripples Pokemon that Grumpig cannot OHKO such as Articuno, making them easier to take down later. Signal Beam gives Grumpig perfect neutral coverage, allowing it to hit Psychic-types such as Duosion and other Grumpig for super effective damage. Shadow Ball can be used over Signal Beam to hit Ghost-types for super effective damage as well aswhile being slightly stronger than Signal Beam, but Grumpig generally prefers having super effective coverage for Grass-types thanover coverage for Ghost-types.

Set Details
========

96 Speed EVs allowenable (repetitive) Grumpig to outrun Pawniard with maximum Speed investment and an Adamant nature, as well as maximum Speed Whirlipede at +1 and(AC), as well as uninvested Vigoroth, allowing Grumpig to Taunt them before they can use entry hazards or set up. Maximum Special Attack investment and a Modest nature turn Grumpig into an offensive powerhouse, while the rest of the EVs are dumped into HP to allow it to tank random hits better. Thick Fat gives Grumpig a resistance to two common offensive types in PU, Ice and Fire, making it one of the best checks to common threats such as Regice and Ninetales. Leftovers increases Grumpig's longevity with passive recovery, thoughwhereas Colbur Berry lures Dark-types and helps Grumpig to withstand Knock Offs better.

Usage Tips
========

Grumpig plays the role of a special tank, and will normally be taking special hits and firing off strong attacks throughout the game. Psychic is the attacking move to use most of the time unless specifically trying to hit a resist or immunity with Focus Blast or Signal Beam. If Grumpig lacks a Colbur Berry, it should stay clear of Pokemon that commonly carry Knock Off as a coverage move, such as Machoke and Leafeon, as well as Dark-types in general. If it is holding a Colbur Berry, Grumpig's main objective is to lure in and cripple or KO Pokemon that expect to KO it, so it can be left in on attacks such as Pawniard's Sucker Punch in order to KO it with Focus Blast. Try to hide the fact that Grumpig is offensive and not defensive in order to lure and KO Pawniard and Probopass, as revealing the set too early removes its surprise element. Using Thunder Wave frequently is a good way to cripple opposing teams early on while noithout wasting a turn, as:(colon) (really long sentence) Grumpig will attack before the opponent afteronce it's been paralyzed, making up for the lost turn. Taunt should be used versus every predicted non-attacking move to disrupt foes. This is especially important when predicting a foe attempting to use a recovery or status move that can cripple Grumpig, although Grumpig should only use Taunt when faster than the opposing Pokemon. Grumpig can be switched into most special attackers as a check, especially Fire- and Ice-types thanks to Thick Fat, but it gets worn down due to its lack of recovery and is unable to reliably switch into Pokemon such as Simipour over longer games.

Team Options
========

Grumpig fits best on balanced and bulky offense teams that need a Pokemon to take special hits and retaliate with strong attacks. A method of entry hazard removal, while not essential, is highly beneficial for Grumpig(AC), because it gets worn down rather quickly with only :leftovers to supplement it. Entry hazard setters also go well with Grumpig, as it can force switches easily, prevent Defog with Taunt, and counters Avalugg and Torkoal, two of the three Rapid Spinners in the tier. Pursuit trappers such as Stoutland can help Grumpig by trapping Ghost-types for Grumpig, which can all beat it 1v1, as well as Psychic-types, which totally wall variants lacking Signal Beam. Other Ghost resists, such as Pawniard, or immunitiand Normal-types can take Ghost-type attacks for Grumpig, and.(period) Ghost- and Dark-types(AC), such as Dusknoir and Zweilous(AC), are also good teammates to handle opposing Psychic-types. Dark-type resists such as Poliwrath are essential to take Knock Offs aimed at Grumpig and handle Dark-types in general. Grass-types such as Tangela appreciate Grumpig's ability to check opposing Fire- and Ice-types, their two biggest weaknesses, although any Pokemon weak to Fire or Ice can make good teammates. Strong wallbreakers such as Stoutland can abuse Grumpig's paralysis support to make quick work of opposing teams once they are slowed, and physical wallbreakers also help Grumpig without Taunt get past dedicated special walls such as Clefairy, which otherwise counter Grumpig. Grumpig can also benefit from Wish support from Lickilicky, which helps it stay healthy throughout the game.
contrib_gp.png


GP 2/2
 
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