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Jellicent

Actually.. I would run Shed Shell on Nattorei because Magnezone and Shanderaa are all major threats. And chances are if you're running Nattorei you would need it to stay alive to set-up more than one layer of Spikes or to wall Ononokuso or Warubiaru or whatever. But I hope Burunkeru can somehow survive Shanderaa's Shadow Ball can KO in return.
 
Actually.. I would run Shed Shell on Nattorei because Magnezone and Shanderaa are all major threats. And chances are if you're running Nattorei you would need it to stay alive to set-up more than one layer of Spikes or to wall Ononokuso or Warubiaru or whatever. But I hope Burunkeru can somehow survive Shanderaa's Shadow Ball can KO in return.
We don't know how common Magnezone will be, and Shanderaa doesn't have Shadow Tag yet. It might not ever have it.
 
^ mm but if Spikes are critical to your team strategy, it would be foolhardy to leave it so exposed. Even if only Magnezone could trap it.
 
Assuming Magnezone is OU, sure. It not, it'd most often be a waste of an item slot.

Of course, Wobbuffet could also impact this...
 
Actually.. I would run Shed Shell on Nattorei because Magnezone and Shanderaa are all major threats. And chances are if you're running Nattorei you would need it to stay alive to set-up more than one layer of Spikes or to wall Ononokuso or Warubiaru or whatever. But I hope Burunkeru can somehow survive Shanderaa's Shadow Ball can KO in return.

Annoyingly enough, Burunkeru can't get a guaranteed OHKO on Shanderaa with Surf and 252 SpA EVs unless SR is in play. >.>

Right now I'm thinking of a set like this:
Burunkeru @ Leftovers
Nature: Modest
Ability: Water Absorb
EVs: 252 HP/ 40 Def/ 72 SpA/ 144 SpD
- Boiling Water
- Ice Beam
- Energy Ball
- Recover

Has enough bulk to survive Jolly Scarftar's Pursuit when switching out and has enough Special Attack to OHKO 4/0 Shanderaa and 0/4 Shanderaa with Boiling Water (assuming SR in play). Ice Beam and Energy Ball are filler.
 
I'm not sure if this has been already pointed out, but cursed body may disable a contact move regardless of being KO'd or not. I'm guessing it's a 30% chance, like similar abilities.
 
Ive played Bad Ass and a few other using this thing on PO and let me just say that it's a monster! It outstalled my scarf chomps outrage with ease and takes like 30 % from Stamies Thunderbolt! Recover means that its a better spin blocker then the Rotoms ever were! Offense will dominate initially but once prominent stall teams start to rise I can guarantee that this thing will be at their forefront.
 
this thing is oozing with total cuteness paired with monstrous defensive capabilities

sub+recover while your opponent burns. cool :)
 
Its biggest assets are Recover and Boiling Water. Insta Recovery+2 off moves+2 Status=awesome.


A set of BoilingWater/Recover/Toxic/IceBeam is just awesome. ToxicStall works as well. Too bad Shanderaa can hit it Super-effectively.
 
My set

Burunkeru @ leftovers
Calm 252 HP/252 SpDef/4 Spe
Water Absorb

--Hydro Pump
--HP Fire
--Taunt
--Recover

Hydro Pump is much better than Boil Over because I'm not counting on the 30% burn rate. I fell that it should hit hard to counter the frail sweepers. Taunt and HP Fire make it unique. 50% of its switch ins are Burunkeru and the other 50% is Nattorei. Taunt shuts both of them down. The speed ensures that I will be able to taunt them first. HP Fire is a clean OHKO on Nattorei, who thinks it can come in and Power Whip me. Even if it doesn't OHKO, it can't do much because it is taunted. It most likely won't OHKO because not many Nattorei invest in Attack. The only problem is that once opposing Burunkeru are taunted, I can't do anything except recover and make them switch out. Any solutions?
 
^^ You could try running Shadow Ball instead of Hydro Pump. :/ People will be expecting a Water attack anyway, so you could bluff them that way. Shadow Ball obviously hits other Burunkeru hard, so you can freely Taunt them and take them out.

Of course, without Hydro Pump you lose a lot of power, so...
 
ii love this guy but is kinda hard would you run WoW and boiling water same set? seems kinda repetitive? while toxic can take care of bulky waters without rest what about that ghost move(evil eye?) 50BP special wich doubles power if user has status?
it could be used with boiling water/toxic/recover/evil eye
 
This thing is so good that just about everyone is using them. It's become so reliable for me to come across one that I've taken to running a Bulb on my Lucario to get a free Sp Atk boost from the inevitable Boiling Water.
 
What does this thing have over tentacruel, is my main question. Sure it can block spin, but tentacruel beats this in all stats that matter, and they will both die to notable earthquakes and thunderbolts anyway.
 
What does this thing have over tentacruel, is my main question. Sure it can block spin, but tentacruel beats this in all stats that matter, and they will both die to notable earthquakes and thunderbolts anyway.

Will O Wisp and Recover mainly. Tentacruel does get a special nod in that his ability totally screws over the extremely common subseeders that are running around now.
 
Love this dude. I'd run:

Burunkeru @ Leftovers

edit: Calm Nature
252 HP / 100 Def / 128 SpA / 28 SpD
*Thanks to DDR for the spread

- Boiling Water
- Toxic
- Recover
- Evil Eye

Loading up on Special A & D, considering many notable Grass, Electric, and Ghost attacks are special. Might have trouble with Darks, but my plan to pair it up with Nattorei and Terakion give it some relief.

Take a chance for 30% burn or induce Toxic right off the bat. After status effect, Evil Eye is pushed up to a 100 bp STAB move, which will have many things considering switching. Recover needs no explanation.
 
I was reading the OP, and I noticed it said "Cursed Body only activates when Burunkuru faints". This is not true: it can activate at any damaging attack (contact or not).

From teh Research Thread:
I tested Cursed Body out a bit more using a Mime Jr. with Substitute, Role Play, and Psybeam against Pururiru.

-Mime Jr. was behind a sub while attacking Pururiru. Mime Jr. activated Pururiru's Cursed Body ability and Mime Jr.'s Psybeam was disabled.
-Mime Jr. copied Pururiru's Cursed Body ability with Role Play, then used Substitute. None of Pururiru's attacks activated Mime Jr.'s Cursed Body while Mime Jr. was behind a sub. After Mime Jr.'s Substitute was broken, however, Pururiru's attacks were able to activate Mime Jr.'s Cursed Body. (Though not the attack that would break the Substitute.)
 
CitizenSnips, that EV spread isn't optimised and has 4 too many EVs. A spread of 252 HP/100 Def/128 SpAtk/28 SpDef with a Calm Nature will give you 404 HP/201 Def/278 SpDef instead of 404 HP/194 Def/278 SpDef like your set gives.

I'm currently running the first set in the OP with Toxic and Ice Beam in the last two slots. You already have the Burn chance from Boiling Water and you don't really need Shadow Ball when Ghost types like Dusclops and other Burunkeru absolutely hate being hit by Toxic. Ice Beam works well at taking out Dragons, although, the Burn chance from Boiling Water usually deters them from setting up on Burenkeru.
 
Glad to see that GameFreak is adding new defensive threads to keep up with the crazy offensive stats these days. Seriously.
 
This guy might become the premier Spinblocker, just because he has Great typing and not-to-shabby defensive stats. Ability to burn things is also pretty nice too.
 
I'm using Burunkeru (with Cursed Body), Sazandora, and Bronzong in the Battle Subway. They're all in all a pretty amazing combination.

As for Recover, it is so much more reliable than Pain Split.. and it'll be an amazing move on a Spin Blocker with this sort of bulk.
 
Pretty much what EvilMario just stated.

Recover allows Burun to PP stall some pokemon, and is definitely more reliable then Pain Split. It has enough bulk to take hits even from major hitters, burn/toxic problems that arise, etc.
 
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