Grimmsnarl [QC 0/2]

Status
Not open for further replies.
:ss/grimmsnarl:
[Overview]
Grimmsnarl can be considered inferior to Slowking, its Galarian counterpart or Blissey as a special wall, but they all tend to fail to check Dragapult consistently because of the former two's Ghost type weakness and Blissey's inability to take continued U-turns. Grimmsnarl carves itself a niche in the current format by checking Dragapult, since it benefits from a Dark-Fairy typing to resist Dragapult's Ghost STAB and an immunity to its Dragon STAB, which could also in turn 2HKO Dragapult with Grimmsnarl's own STAB attacks. It could also take on Future Sight attacks as it is immune to it. By using Fake Out it could switch in to chip opponent's health down or take it out when weakened with Sucker Punch.

Grimmsnarl could also run a lead dual screens setter set for hyper offense teams, which has an advantage over other screens setters like Tapu Koko, Azelf or Ninetales-Alola thanks to its ability in Prankster, giving Taunt, Trick and Thunder Wave priority to get the upper hand against other common leads, such as Landorus-T, Excadrill or Skarmory. It also gives Light Screen and Reflect priority to allow it to invest more EVs into other stats to either do more damage or become bulkier to switch back in a second time to setup dual screens again.

The main problem with Grimmsnarl is its major defensive hole on the physical side; without investment it could easily be worn down by U-turn carried by non-physically offensive pokemon as a pivot move, like Corviknight, Tornadus-T and Dragapult. It also has a crippling weakness in Fairy, making it fail to check Tapu Koko, Clefable and some variants of Alakazam that carry Dazzling Gleam. Its lack of reliable recovery also makes it difficult to switch into its checks over the course of the game as entry hazard damage is likely going to be permanent. This makes Rillaboom or Ferrothorn a decent partner, as the former provides Grassy Terrain and the latter provides Leech Seed for a bit of recovery.

Overall as a special wall, Grimmsnarl has trouble fitting into teams because of its weaknesses and competition from the aformentioned Slowking and Slowking-G, but could potentially be a great choice for some bulky offense teams as a means of switching into Dragapult reliably. As a screens setter, it fulfils that role very well and consistently, making it a great choice for hyper offense teams.

[SET]
name: Dual Screens
move 1: Reflect
move 2: Light Screen
move 3: Thunder Wave/Spirit Break/Trick
move 4: Taunt
item: Light Clay/Lagging Tail
ability: Prankster
nature: Impish
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]

This set aims to be able to set up dual screens consistently throughout the game if so desired. since Grimmsnarl has a Dark typing, it is immune to other Prankster mons' Taunts, which allows it to guaranteed the first taunt against every hazard setter or screen setter in the game. Due to this, an attacking move is not always needed to still be able to do something while taunted. Because of its naturally mediocre defensive stats maximum HP and Def EVs are used with an Impish Nature.

This set best fits on Hyper Offense teams as a lead, which you can then switch into mid-game to set screens back up again or to cripple fast Pokemon like Dragapult or Hawlucha with Thunder Wave. Setup Sweepers like Volcarona or Swords Dance Kartana appreciate the dual screens support to allow them to set up, and slower wallbreakers like Nidoking or Melmetal could tank more hits more easily before firing off their own.

[STRATEGY COMMENTS]

Other Options: An alternative to Thunder Wave or Spirit Break is Trick, which should be played in conjunction with a Lagging Tail or Iron Ball to cripple faster Pokemon. However, Grimmsnarl would not be able to run Light Clay if this is the case to keep screens up for longer. For EVs, you could run 252 HP / 4 Def / 252 SpD instead to switch into specially offensive threats better like Dragapult or Tornadus-T, but hinders its ability to lead against physically offensive leads such as Landorus-T or Garchomp.

[SET]
name: Assault Vest
move 1: Fake Out
move 2: Sucker Punch
move 3: Superpower
move 4: Darkest Lariat
item: Assault Vest
ability: Frisk
nature: Careful
evs: 240 HP / 88 Atk / 24 Def / 156 SpD

[SET COMMENTS]

This set attempts to improve Grimmsnarl's mediocre bulk with an Assault Vest to switch into specially offensive threats. 24 Def allows Grimmsnarl to take 20% from Dragapult's U-turn in a pinch. 156 Sp. Def with a positive nature prevents the 2HKO from Volcarona's STAB moves at +1, Choice Specs Kyurem's Ice Beam or Heatran's Magma Storm after trapping damage. The rest of the EVs are put into attack.

This set fits well in balance teams that struggle against Dragapult, Kyurem or Heatran. Grimmsnarl should be carefully switched in or pivoted into with Teleport to prevent unnecessary chip damage to be dealt to it, like the opponent's pivoting attacks or status moves. Preferably entry hazards would be removed before Grimmsnarl is switched in as they will cripple its ability to check the said Pokemon. Slowbro makes a good partner to switch into physical attacks that Grimmsnarl cannot take, and Slowking-G covers other specially offensive Pokemon that Grimmsnarl struggles with, like Tapu Koko.

[STRATEGY COMMENTS]

Other Options: an alternative EV spread of 120 HP / 252 Atk / 136 SpD could be used to increase Grimmsnarl's offensive capabilities, but leaves it a bit short on bulk and could have trouble coming in throughout the game. This set should be utilised more aggressively, cycling Fake Outs and finishing off weakened Pokemon with Sucker Punch.

Checks and Counters:

Dual Screens:
Oblivious Pokemon/Pokemon carrying Mental Herb - Although extremely rare, lead Mamoswine is completely immune to taunt, allowing it to set up rocks and do a lot of damage. Mental Herb leads like Shuckle could shake off the initial taunt and Encore Grimmsnarl into it, allowing its teammates to switch in.

Assault Vest:
Physically Offensive Pokemon - Even with additional bulk invested into defense, Grimmsnarl will not be able to take the strongest of attacks, and will fall easily to Landorus-T's Earthquake, a Banded Grassy Glide from Rillaboom or Zeraora.

General Weaknesses:
Steel Types/Fairy Types - Grimmsnarl struggles to switch into these types and Pokemon carrying coverage of these moves, like Tapu Koko or some variants of Heatran or Alakazam carrying Flash Cannon and Dazzling Gleam respectively.

Entry Hazards - Without reliable recovery, Grimmsnarl struggles with taking chip damage over the course of the game. Entry hazard removal support like Corviknight or Tornadus-T are greatly appreciated.

Losing momentum - If played unwisely, Grimmsnarl could easily cause a team to lose momentum because of its lack of pivoting moves and power against bulky Pokemon, like Slowbro or Corviknight.

Fighting-Type setup-sweepers: Hawlucha, Bulk Up Urshifu-R and to an extent Blaziken could take advantage of Grimmsnarl's lack of an offensive presence against them to set up.

[CREDITS]
- Written by: [[Raikyu13, 531777]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
 

Ruft

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Top Tiering Contributoris a Contributor to Smogonis a Smogon Discord Contributor Alumnus
OU Leader
Hello,

While we appreciate the enthusiasm, analyses need to be reserved in the reservation index. Grimmsnarl is not yet up for reservation at this point in time. I am locking this.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top