ANYWAY...
So, Palafin. I thought SpDef Bulk Up would be the oppressive set, and I... wasn't entirely correct. I think that set's a little too weak initially to get going and doesn't appreciate the ubiquity of Wellspring right now.
That being said, the offensive Bulk Up sets (the max Speed, generally also max Attack ones) are absolutely terrifying. Palafin's movepool is extremely expansive outside of the obligatory Jet Punch (which every Palafin should run), and it has niche tech outside of options you'd expect to see if you REALLY wanna nail stuff hard.
Just theorycrafting a general "offensive Bulk Up" set for Palafin lets you come up with some pretty crazy results:
Palafin @ Heavy-Duty Boots / Leftovers / White Herb
Ability: Zero to Hero
Tera Type: Grass / Dragon / Fire / Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Jet Punch
- Drain Punch / Close Combat
- Ice Punch / Encore / Taunt / Acrobatics
I would argue that this is the "standard" Offensive BU Palafin. Bulk Up and Jet Punch are obligatory, and some form of Fighting-type coverage helps (Drain Punch for longevity, CC for brute force), but what you can do from there is very interesting and drastically alters Palafin's matchup spread, making it so stuff like Ogerpon-W, Dondozo, Primarina, Raging Bolt, etc. can't quite pin this mon down as well as you'd think.
+1 Ice Punch always 2HKOes Defensive Zapdos which cannot OHKO it in retaliation, and the damage is high enough to generally leave it in Jet Punch range anyway. Raging Bolt is 2HKOed on the switch by Ice Punch too, although Palafin is typically sent packing by the threat of a TClap since Booster TClap is an easy OHKO.
Encore and Taunt are generally just incredibly disruptive moves into bulkier teams. Mons thinking they can just set up on Palafin can find themselves getting curbstomped by it instead, particularly if they're locked into a passive option by Encore.
Finch already highlighted Acrobatics as a pretty scary option, and I think on Webs teams this is far and away Palafin's most terrifying set when paired alongside White Herb CC (or even Air Balloon lmao). This is abysmal into Raging Bolt, but it has a very strong matchup into Zamazenta and especially Wellspring. If a team isn't packing a healthy DNite, Bolt, or Mola ready to have to fish for a Scald burn and lets this mon get a Bulk Up off with Webs up, they're in deep shit unless they have an emergency Tera specifically to stop this mon from sweeping. Tera Flying is a nice option on this too; if Webs are up, Palafin can OHKO Zama with Tera Flying Acro if they're evenly boosted, and stuff like Tusk will literally never click Ice Spinner into Palafin so it can pick up a BU on Tusk too.
I've even seen Tera Dragon+Outrage once or twice. I wouldn't really run this, but that Outrage hits very hard.
This set's Tera options are basically limitless. Tera Grass and Dragon improve its defensive matchup into Wellspring and generally flip its weaknesses upside-down, making it a little scarier for Bolt or Zapdos to pressure it. Tera Fire makes Cinderace, Pult, Darkrai, and Moltres incapable of getting an emergency Burn off on Palafin to cripple it. Tera Ghost is good because literally every team needs either a Ghost-type or a Tera Ghost mon and this mon can pretty severely pressure Zama with Encore+Tera Ghost to punish an ID or Press attempt and set up. And then you have other, more situational options; Tera Water is a nice little damage boost, as is Tera Fighting, while Tera Flying does what I described above. Tera Steel and Poison can handle Pecharunt, while Tera Electric gives it a Paralysis immunity and lets it completely wreck Zapdos while giving it a stopgap against Bolt (and Tera Ground could do something similar). Tera Fairy's cool as a generic defensive typing, and you could even make an argument for something dumb like Tera Ice to really give Zapdos or Bolt hell offensively. Figure something out; this mon's got serious options!
And then if you wanna run some really cursed lure options...
Palafin @ Heavy-Duty Boots / Leftovers
Ability: Zero to Hero
Tera Type: Grass / Dragon / Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Naive Nature
- Bulk Up
- Jet Punch
- Drain Punch / Close Combat / Ice Punch
- Grass Knot / Boomburst
0 SpA Palafin-Hero Grass Knot (120 BP) vs. 252 HP / 4 SpD Dondozo: 256-302 (50.7 - 59.9%) -- guaranteed 2HKO
Yeah, so this is something Palafin can just do against Dondozo if you really want it out of the way.
Similarly, if you really don't like Alomomola (which takes much less from Grass Knot) and you still want a good hit into Dondozo's Tera, you could try this:
0 SpA Tera Normal Palafin-Hero Boomburst vs. 252 HP / 4 SpD Alomomola: 294-346 (55 - 64.7%) -- guaranteed 2HKO
0 SpA Tera Normal Palafin-Hero Boomburst vs. 252 HP / 4 SpD Dondozo: 223-264 (44.2 - 52.3%) -- 18.4% chance to 2HKO
This incredibly cursed lure option also has the added benefit of 2HKOing max-HP Lando and Tusk on the switch, in case they're trying to wear you down with Helmet chip. SpDef Gliscor does a lot better into this, though.
Why does bro have 106 SpA, hello?
Anyway, I think this mon's kinda cracked (Acro on Webs is definitely crazy; this mon just usurped Wellspring on Webs squads and definitely put Manaphy out of business overnight). But these are just the options I've toyed with thus far. Pretty cool that we get to take Palafin for a spin, but this thing's preeeeeeetty stupid LMAO