Pokémon Grapploct

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Grapploct, The Jujitsu Pokemon
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Type(s) -
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Base Stats - 80 HP /118 Atk /90 Def / 70 SAtk /80 SDef /42 Spe

Abilities:
Limber:
The Pokémon cannot be Paralysed while having this ability.
Hidden Ability:
Technician: Moves with a base power of 60 or less are boosted in power by 50%

Moveset:

  1. Level Up Moves:
  2. - [00] Octolock
  3. - [01] Octolock
  4. - [01] Octazooka
  5. - [01] Rock Smash
  6. - [01] Leer
  7. - [01] Feint
  8. - [01] Bind
  9. - [15] Detect
  10. - [20] Brick Break
  11. - [25] Bulk Up
  12. - [30] Submission
  13. - [35] Taunt
  14. - [40] Reversal
  15. - [45] Superpower
  16. - [50] Topsy-Turvy
  17. TMs:
  18. - [TM00] Mega Punch
  19. - [TM04] Ice Punch
  20. - [TM08] Hyper Beam
  21. - [TM09] Giga Impact
  22. - [TM15] Dig
  23. - [TM21] Rest
  24. - [TM24] Snore
  25. - [TM25] Protect
  26. - [TM26] Scary Face
  27. - [TM31] Attract
  28. - [TM36] Whirlpool
  29. - [TM39] Facade
  30. - [TM42] Revenge
  31. - [TM43] Brick Break
  32. - [TM45] Dive
  33. - [TM53] Mud Shot
  34. - [TM55] Brine
  35. - [TM57] Payback
  36. - [TM63] Drain Punch
  37. - [TM76] Round
  38. - [TM79] Retaliate
  39. - [TM97] Brutal Swing
  40. - [TM98] Stomping Tantrum
  41. TRs:
  42. - [TR01] Body Slam
  43. - [TR03] Hydro Pump
  44. - [TR04] Surf
  45. - [TR16] Waterfall
  46. - [TR20] Substitute
  47. - [TR21] Reversal
  48. - [TR26] Endure
  49. - [TR27] Sleep Talk
  50. - [TR37] Taunt
  51. - [TR39] Superpower
  52. - [TR45] Muddy Water
  53. - [TR48] Bulk Up
  54. - [TR53] Close Combat
  55. - [TR64] Focus Blast
  56. - [TR85] Work Up
  57. - [TR98] Liquidation

  1. Egg Moves:
  2. - Pain Split
  3. - Soak
  4. - Sucker Punch
  5. - Circle Throw
  6. - Seismic Toss
  7. - Power-Up Punch
Notable Moves:
Pain Split
Drain Punch
Octolock
Taunt
Substitute
Liquidation
Ice Punch
Topsy-Turvy
Circle Throw
Sucker Punch
Soak

Notable Max Moves
Max Knuckle
Max Guard

New Moves:
Octolock

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100% Accuracy
15 PP
Lowers target's Defense and Special Defense by 1 stage at the end of each turn. Prevents target from retreating

Grapploct's main gimmick is to trap Pokemon with Octolock and wear them down slowly as their defenses are being lowered every turn. Combined with Taunt allows it to cripple defensive mons with them having little to no answer back. With reliable, but not perfect recovery in the form of Pain Split and Drain Punch, Grapploct will seldom have trouble stalling for 3 or more turns against weaker Pokemon, while waiting for their defences to drop to low enough levels to be punished. Outside of this gimmick, Grapploct will struggle offensivly, as its speed leaves much to be desired and faces competition against other slower fighting types, such as the returning Conkledurr or Machamp and new additions, Falinks and Sirfetch'd.

Dynamaxing potential
Grapploct being a defensive Pokemon already hurts its Dynamax potential and to make matters worse, its shallow movepool of viable attacking moves doesn't give our friend much to work with. Max Knuckle is great, raising attack by one stage, but that's about it as far as Max Moves that benefit Grapploct. The other Max Moves don't benefit Grapploct outside of doing damage and Max Guard is just protect, which may or may not save you in a pinch. In reality, Grapploct shouldn't be the go-to Dynamax Pokemon on the team.

[PROS]
-Octolock+Taunt combo shuts down defensive mons and allows Grapploct to eventually KO after turns pass by
-Drain Punch and Pain Split allow for some recovery options, Drain Punch especially notable as their defenses slowly wear down
-Circle Throw being boosted by Technician means a Base 135 phasing move
-80/90/80 defences are passable and means Grapploct won't be taking too much from defensive mons
-Stealth Rock resistance is always appreciated
-Topsy-Turvy is a reverse Haze that can seriously turn the tides of a match-up in some situations

[CONS]
-MonoFighting leaves it little to switch into, being bug, rock and dark moves, with bug and dark not being common offensively thanks to the small pool of knockoff users
-Although its defenses aren't bad against defensive mons, it can't switch too reliably into offense, especially with its lackluster typing
-Base 42 speed is atrocious and prevents any sweeping potential
-Movepool is somewhat limited and reliable coverage is hard to find, which in turn hurts its Dynamax potential
-Although its gimmick is great, combined with MonoFighting and a shallow movepool leaves it open under fire by flying and fairy types
-Base 118 attack is overshadowed by similar slow fighting types, such as Conklederr, Machamp and Sirfetch'd
-Unaware users don't care about their stats being lowered and Grapploct can be phased out



Potential Movesets:

The Octolocker

Grapploct @ Leftovers/Big Root
Ability: Limber
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Octolock
- Taunt
- Drain Punch
- Pain Split/Substitute

This is the set that makes use of its gimmick. The set is fairly simple. Find a way to trap a defensive mon that relies on "other" moves for functionality. Taunt them, then play the waiting game as their defenses slowly drop to abysmal levels. Drain punch ensures that you keep yourself alive and every turn, it'll do more damage and you'll recover more health. Octolock can also be used as a way to halt momentum on switch-ins and in the event Grapploct can't stay in on a trapped opponent, the reduced defenses give teammates a chance to force a switch and regenerate momentum. As for the last slot, Pain Split is more recovery for longer survival and more opportunities to Octolock your opponent. Substitute is an alternate option that can wall certain mons that are very passive without their "other" moves, such as Toxapex, Galarian-Corsola and Mandibuzz. It should be noted that if you plan to go Substitute, you should omit the Atk EV's for Def/SpD to allow the substitute to be stronger and allow more switch ins. Soak is a tempting option, but Ghosts can't be trapped, so it would be useless with this set. Leftovers allows for constant recovery, while Big Root is a good option for getting more mileage out of Drain Punch and Limber is for paralysis immunity and also because technician is useless for set. This set mainly does well against defensive mons and stall playstyles, and fits well on defensive teams. For reference, a -6 Toxapex with max HP and DEF takes 44.4 - 52.3% from a max ATK Drain Punch, so defensive mons will eventually fold. How you reach those defences is dependent on your set.

Assault and Battery
Grapploct @ Assault Vest
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Circle Throw
- Drain Punch
- Sucker Punch
- Liquidation/Ice Punch

This set is pretty average and takes advantage of our friend's good defenses. Circle Throw, boosted by technician becomes a 135 phasing move. This is the move you'll be clicking a lot and combined with hazards and weather, can potentially wear down a team depending on what mons get thrown in. Drain Punch gives recovery that would otherwise be locked out of Assault Vest. Sucker Punch covers faster, offensive mons where a KO is needed to secure. Ice Punch hits flying types that otherwise resist its STAB, but liquidation can be used as a slightly stronger alternative to hit ground types, although ideally, you'd be using Circle Throw. This set really suffers from Grapploct's shallow movepool, as the last move will probably not be used at all. This set fits well into balanced teams and is applicable against any team, as long as hazards are set to maximize the potential of Circle Throw.

JUST THROW IT
Grapploct @ Leftovers
Ability: Technician
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Circle Throw
- Pain Split
- Topsy-Turvy
- Soak

This set has one purpose and one purpose only. Phasing your opponent and racking up damage through hazards and chip. Pain Split keeps you healthy, Topsy-Turvy is there for last Pokemon situations where they cant be phased and Soak stops Ghost types from walling you. Pair this set with hazards and (potentially)watch the damage rack up.

Overall, Grapploct may find a niche in the meta as a reliable trapper against defensive teams, but will likely struggle to make its mark offensively, thanks to its small movepool and stats that are overshadowed by other slow, fighting type titans.
 

Attachments

Octolock currently doesn't work as intended on Showdown since it isn't applying the Defense/SpDef drops, but here's perhaps the only set I can see doing anything of value in OU whatsoever for its ability to unironically shit on the Ferro+Pex core if it gets an Octolock off on one of the two.

Grapploct @ Leftovers
Ability: Limber
EVs: 252 HP / 44 Def / 212 SpD
IVs: 18 Spe
Careful Nature
- Octolock
- Dig
- Pain Split
- Taunt

EVs are a placeholder; you might want to run more Defense or SpDef depending on how little you want to take from either Ferro's Power Whip or Pex's Scald. The IVs let it reach its lowest possible Speed while still outspeeding Toxapex, reducing its damage taken from Ferrothorn's Gyro Ball even further.

Pex in particular does not enjoy this set; if it gets Octolocked you can just Taunt it and you don't care too much about getting hit by a Scald burn because you're gonna blow through Pex when it reaches -6/-6 regardless. You can also PP Stall Ferrothorn out of Gyro Balls if it's running that over Power Whip.

0 Atk Grapploct Dig vs. -6 252 HP / 24 Def Ferrothorn: 205-242 (58.2 - 68.7%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Grapploct Dig vs. -6 252 HP / 252+ Def Toxapex: 284-336 (93.4 - 110.5%) -- 62.5% chance to OHKO

Grapploct gets utterly nuked by any sort of decent offensive threat and cannot scratch Galarian Corsola, which is frequently paired with the FerroPex core on Balance teams, so this set is incredibly niche despite being perhaps its only even remotely viable set.

It might see a lot more use in a non-Dynamax metagame though. But please do not use this set until Octolock gets fixed because it is fucking atrocious without Octolock's defense drops.
 
I wonder if slapping Power-up Punch in place of Pain Split or Substitute is a viable option? It would get the Technician boost, and the attack increase alongside Octolock's defensive drops would be a great way to compound your offensive presence quicker. With enough set-up you might not even need to use Octolock to break the opponents defense.
 
A nitpick, but Unaware does not ignore your OWN defense drops, so Octolock actually fucks over Unaware users.
Oh really? I actually never knew that since it's very rare to lower defensive stats in competitive. I'll update that soon thanks!


I wonder if slapping Power-up Punch in place of Pain Split or Substitute is a viable option? It would get the Technician boost, and the attack increase alongside Octolock's defensive drops would be a great way to compound your offensive presence quicker. With enough set-up you might not even need to use Octolock to break the opponents defense.
I wouldn't replace octolock since you kinda need that to trap then otherwise they'll just switch to their counter or check. Replacing sub or pain sounds good although in this dynamax heavy meta, pain split is looking more and more juicy to utilize
 
Octolock currently doesn't work as intended on Showdown since it isn't applying the Defense/SpDef drops, but here's perhaps the only set I can see doing anything of value in OU whatsoever for its ability to unironically shit on the Ferro+Pex core if it gets an Octolock off on one of the two.

Grapploct @ Leftovers
Ability: Limber
EVs: 252 HP / 44 Def / 212 SpD
IVs: 18 Spe
Careful Nature
- Octolock
- Dig
- Pain Split
- Taunt

EVs are a placeholder; you might want to run more Defense or SpDef depending on how little you want to take from either Ferro's Power Whip or Pex's Scald. The IVs let it reach its lowest possible Speed while still outspeeding Toxapex, reducing its damage taken from Ferrothorn's Gyro Ball even further.

Pex in particular does not enjoy this set; if it gets Octolocked you can just Taunt it and you don't care too much about getting hit by a Scald burn because you're gonna blow through Pex when it reaches -6/-6 regardless. You can also PP Stall Ferrothorn out of Gyro Balls if it's running that over Power Whip.

0 Atk Grapploct Dig vs. -6 252 HP / 24 Def Ferrothorn: 205-242 (58.2 - 68.7%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Grapploct Dig vs. -6 252 HP / 252+ Def Toxapex: 284-336 (93.4 - 110.5%) -- 62.5% chance to OHKO

Grapploct gets utterly nuked by any sort of decent offensive threat and cannot scratch Galarian Corsola, which is frequently paired with the FerroPex core on Balance teams, so this set is incredibly niche despite being perhaps its only even remotely viable set.

It might see a lot more use in a non-Dynamax metagame though. But please do not use this set until Octolock gets fixed because it is fucking atrocious without Octolock's defense drops.
Is it possible to replace Pain Split by Sucker Punch to provide a breach after taunting?
 
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Can you Octolock your ally in doubles, then Topsy-Turvy a few turns later to give them a big defense buff? Not practical I don't think, just curious.
 
Can you Octolock your ally in doubles, then Topsy-Turvy a few turns later to give them a big defense buff? Not practical I don't think, just curious.
Too risky. If a fast threat comes in then the defense drops will count against you before the table turns. A little too much set-up as well. Although, if your partner has contrary (Malamar) there could still be some merit there. A Rest-Talk Malamar set combined with Octolock could give you the defenses Malamar needs to stick around and sweep with Superpower.
 
Can you Octolock your ally in doubles, then Topsy-Turvy a few turns later to give them a big defense buff? Not practical I don't think, just curious.
You could use it on a pokemon with contrary so it boosts it's defenses from the beginning. Would work really well with Serperior in a doubles national dex format.

Edit: You could also use it on Malamar and take advantage of stored power. Use octolock in combination with spamming superpower to increase stored power's BP by 80 every turn for three turns, then by 40 for another three since defense would be maxed out at that point. By turn 3, Malamar is at +6/+3 defenses and stored power's BP is 260 (assuming you've been using superpower every turn), and by turn 6 Malamar is at +6/+6 and BP is at 380.
 
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Matleo

Banned deucer.
Water Absorb, will make sense then with Dex entry and with that it swims and needs to get back into water...
Octalock+Dig+Dive... lovely.
 
A little disappointing that this mon doesn't get suction cups both for flavor and because when you trap defensive mons with octolock, they can still phase you out
 
With that abysmal speed, would it make sense to have Payback for dealing with Ghosts/punishing predicted switches? Unfortunately still gets walled by G Corsola though :/ which kind of blows as a wall trap and breaker.
 
With that abysmal speed, would it make sense to have Payback for dealing with Ghosts/punishing predicted switches? Unfortunately still gets walled by G Corsola though :/ which kind of blows as a wall trap and breaker.
I can see the value so most Ghost types don't wall you, and even if you go first you could run it with Technician to guarantee 75 base power.
 
I can see the value so most Ghost types don't wall you, and even if you go first you could run it with Technician to guarantee 75 base power.
Grapploct gets Brutal Swing, which is a 60 BP Dark move (90 BP after Technician), so that's probably the one to go with if you want Dark coverage on a Technician set. Actually, now that I think about it, Circle Throw and Brutal Swing sound like a really thematic combination. Kinda sad that they're the only moves this thing gets that work with Technician, but at least it's something.
 
It's worth mentioning that Grapploct also gets Revenge, which gets a Technician boost if it moves before the opponent (90 BP), and doubles in strength if it is hurt by the opponent in the same turn (120 BP).

I'm playing around with using a set that has both Circle Throw and Revenge, with Black Belt as the held item. Could be good in a Trick Room doubles team that uses entry hazards (ie. Stealth Rock, G-Copperajah's Steelsurge), as it can use Revenge to take advantage of Trick Room and Octolock, or Circle Throw to phase.

However, Grapploct kind of suffers from 4 move syndrome even though it doesn't have the best coverage options.

Wish it got Aqua Jet. Octopuses might move slowly a lot of the time, but when they use jet propulsion they're so fast. Would be cool to have Technician-boosted Aqua Jet.

Edit: I was wrong, Revenge has negative priority.
 
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I'm playing around with using a set that has both Circle Throw and Revenge, with Black Belt as the held item. Could be good in a Trick Room doubles team that uses entry hazards (ie. Stealth Rock, G-Copperajah's Steelsurge), as it can use Revenge to take advantage of Trick Room and Octolock, or Circle Throw to phase.
Revenge also has negative priority, so it doesn't take advantage of Trick Room at all.
 
I believe Octolock does work best on a doubles team with Malamar specifically. Malamar that constantly boosts it's defenses while using Super Power sounds wild. Tested this and it does work!
That synergy is even better as Grappleoct can also use Octolock to punish Unaware users since they cannot ignore their own stat drops.
 

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
A Whirlpool, Bind, Octolock, Drain punch could be an interesting wallbreaker set.
Semi-trapping damage doesn't stack, this set would still eventually run out of PP against something like Haze Pex. Better off running sub and bulk up/ coverage over whirlpool and bind
 
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