Name: Dunsparce
Type: Normal
Abilities: Run Away: Useless
Serene Grace: Doubles the chances of a move having a second effect.
Dream World: Self-Conscious: When battling certain types, your speed will raise.
Stats:
HP 100
Att 70
Def 70
SpA 65
SpD 65
Spe 45
Code:
[I]Level Up[/I]
1. Rage
4. Defense Curl
8. Yawn
12. Glare
16. Rollout
20. Spite
24. Pursuit
28. Screech
33. Roost
38. Take Down
43. Coil
48. Ancient Power
53. Dig
58. Endeavor
63. Flail
[I]TMs / HMs
[/I]04. Calm Mind
06. Toxic
10. Hidden Power
11. Sunny Day
13. Ice Beam
14. Blizzard
17. Protect
18. Rain Dance
21. Frustration
22. Solarbeam
24. Thunderbolt
25. Thunder
26. Earthquake
27. Return
28. Dig
30. Shadow Ball
32. Double Team
35. Flamethrower
38. Fire Blast
39. Rock Tomb
42. Facade
44. Rest
45. Attract
46. Thief
48. Sing A Round
57. Charge Beam
59. Incinerate
67. Vengeance
73. Thunder Wave
74. Gyro Ball
77. Psych Up
78. Level Ground
80. Rock Slide
84. Poison Jab
85. Dream Eater
87. Swagger
90. Substitute
93. Wild Bolt
94. Rock Smash
004. Strength
[I]Egg Moves
[/I]Bide
Ancientpower
Bite
Headbutt
Astonish
Curse
Trump Card
Magic Coat
Snore
Agility
Secret Power
Sleep Talk
Evil Eye
Snake? SNAKE? Snnaaaakkkeeee!!!
Dunsparce @ Leftovers
252 HP / 252 Att / 4 SpD
Serene Grace
Adamant
Coil
Body Slam / Glare
Bite / Rock Slide / Headbutt
Earthquake / Aqua Tail / Roost
Ahhh yes, the good ol' para flinch from hell trick, now new and improved. Dunsparce is one of the few pokemon that get access to the great move Snake coil, and it can use it to decent effect. Its kind of bulky, so the defense boost helps, and it could always use the attack and accuracy. The next choice is the obvious paralysis inducer. Body slam is the obvious choice, due to 60% paralysis chance and decent power, but glare is a nice option too this gen. It now has 90% accuracy (100% after a coil), and can hit ghosts now if I'm not mistaken. The rest of the moves compliment the set. The 3rd move gives dunsparce that great flinching potential, and the last is either a strong back up move or a decent recover move (so it can abuse the defense boosts). Of course you could just opt to use another flinch move in the last slot as well.
Drill into the LEAD
Dunsparce @ Focus Sash / Leftovers
252 HP / 252 Att / 4 Spe
Serene Grace / Self Conscious
Adamant
Magic Coat
Yawn / Glare
Counter / Stealth Rocks / Rock Slide
Endeavor / Headbutt
This set can really mess with the opponents lead if played right. The moves are pretty self explanatlory, magic coat got that nice boon this generation, status of choice, and then head screwers. Counter destroys physical leads, and endeavor can possibly cripple the switch in after (though its really slow so I doubt that could happen). Stealth rock is a nice move if your team needs it, and headbutt / rock slide help flinch. Self conscious could be an interesting option (raises your speed if hit by dark ghost or bug), but he misses out on some nice perks, like counter, stealth rock, and even headbutt (though you wouldn't be using that on the same set). Still it gets a mention as it is more useful if you opt not to run glare.
Calm Little Dunsparce
Dunsparce @ Lefties
252 HP / 252 Def / 4 SpA
Serene Grace
Bold
Calm Mind
Ice Beam
Thunderbolt
Roost
As silly as this set sounds... it actually has decent potential in the (very) low tiers. Dunsparce's SpA is only 5 less than his regular attack after all, and he gets much more powerful moves in his special move pool (though no decent stab). Not much else to say... its as simple as it gets.
Man, you really can't get over just how weird this guy is can ya? He's like the larva of an angel crossed with a mole. Anyways, Dunsparce isn't gonna see the light of OU anywhere in the near future. But, like many previous NU's, he did get a few redeeming features this generation that may help him pull himself somewhat out of the bottom of the barrel, into somewhere about halfway up. That being said, lets here your opinion on dunsparce, the mighty destroyer.