Conni
katharsis
[OVERVIEW]
With a great ability in Magic Bounce, Natu carves itself an effective niche in the PU metagame. As the only Pokemon in the tier that has access to the ability, Natu is able to deflect entry hazards and other status moves such as Stealth Rock and Will-O-Wisp. Natu has a great utility movepool that complements its role as a defensive Magic Bounce user, including options such as U-turn, Reflect, and reliable recovery in Roost. Natu, however, has a rather poor defensive typing, and it is easily targeted by common Dark-, Ice-, Rock-, and Electric-types such as Spiritomb, Aurorus, and Eelektross. Natu cannot switch into all entry hazard setters, as some setters like Aggron can be a problem if they predict Natu switching into them; therefore, mind games are usually played to keep entry hazards away from the field consistently by keeping the opponent guessing if Natu is switching in or not. Aside from Reflect, Natu has very poor bulk even with its Eviolite intact and can be easily threatened by powerful Pokemon or Pokemon that deal super effective damage to it such as Kingler, Lycanroc, and Pyroar, with the latter targeting Natu's uninvested Special Defense. Furthermore, due to its reliance on Eviolite, Knock Off is an extremely dangerous tool against Natu, as it sports a weakness to the move and losing Eviolite severely hinders its longevity. Despite Natu's typing, it makes for a terrible check to Fighting-types because Fighting-types such as Gurdurr and Throh are able to take any of Natu's moves once and retaliate with Knock Off, while other Fighting-types such as Hitmonchan carry other threatening coverage moves such as Ice Punch. Natu's relative passivity means that setup sweepers can generally switch into it with ease, not fearing much aside from Thunder Wave, though Substitute users like Mesprit can avoid the move. Being reliant on Night Shade for damage also allows Normal-type wallbreakers like Kangaskhan and Zangoose to easily switch in.
[SET]
name: Defensive Magic Bounce
move 1: Night Shade / Psychic
move 2: U-turn
move 3: Reflect / Thunder Wave
move 4: Roost
item: Eviolite
ability: Magic Bounce
nature: Bold
evs: 248 HP / 244 Def / 16 Spe
ivs: 0 Atk
[SET COMMENTS]
Moves
========
Night Shade allows Natu to hit almost all Pokemon in the tier for adequate and consistent damage, which can wear foes down when Natu switches in to deflect entry hazards or status moves. Night Shade also acts as a reliable option against setup sweepers that utilize Substitute such as Gorebyss. Psychic can be used as an alternative option to hit Fighting- and Poison-types such as Gurdurr and Weezing super effectively, especially the latter, as Natu can block Weezing's Toxic Spikes. U-turn allows Natu to pivot, which creates momentum and enables Natu to escape threatening situations where it can send in a teammate to deal with the opposing check or counter. Reflect acts as a stalling option that Natu can use against more passive entry hazard setters such as Regirock and can be used in conjunction with Roost to reduce Rock-type damage effectively in order to stall and force out said Pokemon. Reflect also helps Natu take less damage from all Pursuit users bar Spiritomb, which bypasses it. Natu can use Thunder Wave as an alternative option to cripple opposing Pokemon, especially if they are faster and switch into Natu, as then Natu's teammates can take care of these Pokemon with less difficulty and allow Natu to perform its job more safely. In general, Roost acts as a useful recovery option that Natu can use to increase its longevity in situations such as switching into entry hazards to force a switch.
Set Details
========
248 HP EVs and 244 Defense EVs in conjunction with an Eviolite and a Bold nature allow Natu to become significantly bulkier, which helps it avoid a 2HKO from Jolly Skuntank's Crunch if Natu has been hit by it once before setting up Reflect. Natu's Speed EVs allow it to outspeed most Rock-types such as Carracosta and Regirock, which lets it cripple them with Thunder Wave before they can attack or set up. 0 Attack IVs allow Natu to take minimal damage from Foul Play from the likes of Spiritomb and Sableye. Magic Bounce enables Natu to bounce back opposing entry hazards and other status moves like Toxic and Taunt and helps Natu's teammates do their jobs more efficiently.
Usage Tips
========
Natu should generally switch into predicted entry hazards and other status moves to prevent them from being used and bounce them back to the opponent's team. Natu can also do this to a certain extent without even being present; the opponent will think twice about setting entry hazards or using status-inducing moves, as they will be unsure if Natu will switch in or not. However, one important thing to look for is when Natu is switching in to deflect entry hazards or status-inducing moves, as it needs to be extremely careful of being predicted to switch in. Natu does not want to get hit by a super effective coverage move such as Knock Off from Pokemon like Mesprit and Clefairy, which can deter it from switching in due to its poor bulk. Natu should use Thunder Wave to cripple faster switch-ins such as Articuno and Lycanroc early-game, making them more vulnerable to Natu's teammates. U-turn should generally be used to avoid threatening situations, such as using it on a Pursuit trapper, and also to create momentum by allowing a teammate to switch in. Natu can use Reflect in conjunction with Roost to stall out and take less damage from more passive entry hazard setters such as Regirock to force switches. Reflect can also be used to take less damage from Pursuit, unless it's from Spiritomb. If Natu is used on stall teams, it is able to be played more passively just to bounce entry hazards and pivot; however, if it is used on more offensive teams, it can be played aggressively by switching in more often to ensure entry hazards are off the field.
Team Options
========
Pokemon that don't appreciate entry hazards and other status moves such as Kingler and Oricorio-G value Natu's ability to deflect them, set up Reflect, and cripple opposing Pokemon with Thunder Wave. This allows these Pokemon to set up or perform their roles more efficiently; for example, Oricorio-G can attack Skuntank with a Z-Move straight away under the protection of Reflect. A VoltTurn core can be formed with the likes of Mesprit and Eelektross to create more momentum and allow Natu and its other teammates to switch in more reliably. Mesprit can also set up Stealth Rock to further assist the team. Dark-types such as Absol and Skuntank are very dangerous towards Natu, as they carry STAB Knock Off and Pursuit, respectively, and the latter can hinder Natu's bulk by trapping it. Checks to these Dark-types such as Silvally-Fairy and Gastrodon are a huge help; Silvally-Fairy not only does not mind Knock Off at all but can either remove hazards with Defog in case Natu was unable to keep them off the field or cripple switch-ins like Regirock with Toxic, making it easier for Natu to stall them out. Gastrodon can also spread Toxic. In return, both of these Pokemon appreciate Natu's ability to block status moves. Dark-type Pokemon such as Skuntank and Alolan Persian also make great teammates, since they are able to take care of threatening Ghost-types such as Oricorio-G and Haunter. Skuntank can also act as a backup Defogger in case Natu was unable to bounce entry hazards. Ground-types such as Torterra and Golurk can take care of threatening Electric-types such as Alolan Raichu and Togedemaru while also being able to set up entry hazards and spinblock, respectively. Although Natu can stall out more passive Rock-type entry hazard setters with Reflect, it cannot do the same with more offensive Rock-types like Lycanroc, which means Rock-type checks such as Primeape and Aggron are a great help, with the former also being able to check Dark-types and the latter being able to set up entry hazards to further help Natu, although using them stacks a weakness to one of Natu's best checks, Spiritomb. Special walls such as Audino and Type: Null can take care of powerful special attackers such as Pyroar and Drampa, which target Natu's weaker Special Defense. Natu pairs well with Pyukumuku on defensively inclined teams, as its ability Unaware allows it to deal with setup sweepers. It can also deal with Calm Mind Spiritomb by using Spite. In return, Pyukumuku appreciates Natu's ability to deflect Toxic and Taunt. Furthermore, Natu can assist stall teams by setting up Reflect to reduce physical damage and further annoy the opposing team. Lastly, Pokemon such as Clefairy and Mawile are appreciated, as they can check Spirtomb. It should be noted, though, that Mawile and other physical Fairy-types that check Spiritomb need to be wary of Will-O-Wisp.
[STRATEGY COMMENTS]
Other Options
=============
Since Natu is a niche Pokemon in PU, it doesn't really have a lot of opportunities to use uncommon alternative options, and its main moves are usually too important to discard; however, Natu can run Toxic in the third moveslot as an alternative option to combat special walls that can switch into Psychic, but it can be generally used against any bulky Pokemon as well. However, crippling faster threats with Thunder Wave and being able to set up Reflect are much more important than dealing with special walls, as Natu's teammates can do that much more efficiently. Hidden Power Fighting can be used as a specific coverage move to check Pawniard on the switch as well as other Rock-, Dark-, and Steel-types, which leaves them more vulnerable to Natu's teammates; however, Natu's current moveset is much more consistent in complementing its role as a Magic Bounce user. Feather Dance is an alternative option to Reflect, sacrificing the ability to better deal with Regirock for doing better against Spiritomb by lowering its Attack to avoid taking much damage from Pursuit; however, Reflect is a better option because it can be used more for supporting teammates while also providing a way of dealing with Regirock, a very common entry hazard setter.
Checks and Counters
===================
**Dark-types**: Dark-types such as Absol and Alolan Persian are immune to Psychic and can take out or cripple Natu with Knock Off without any difficulty, although they dislike Thunder Wave. Dark-type Pursuit trappers such as Skuntank and Spiritomb are also threatening, as they can outspeed, trap, and KO Natu very easily. Spiritomb is especially threatening, since its ability Infiltrator allows it to deal maximum damage with Pursuit regardless of Reflect.
**Electric-types**: Electric-types such as Alolan Raichu and Togedemaru outspeed Natu with ease and can take it out with their STAB attacks. Alolan Raichu and Togedemaru specifically make great checks, as they resist Psychic and are immune to Thunder Wave, although the former takes significant damage from U-turn if it is hit on the switch.
**Rock-types**: Although Natu can tank Regirock with the help of Reflect, more offensively oriented Rock-types such as Lycanroc and Kabutops can pick apart Natu very easily, although they might be crippled by Thunder Wave.
**Steel-types**: Steel-types like Probopass and Aggron resist Psychic and usually don't mind Thunder Wave, which means they can force Natu out or use Rock-type coverage to take it out. Some Steel-types can also set up entry hazards once they've forced Natu out, which gives it difficulty switching back in unless it has a Defog or Rapid Spin user as a teammate.
**Ghost-types**: Oricorio-G and Haunter can deal with Natu very easily, as they can set up on it or KO it with a Ghost-type STAB move. Oriocorio-G can also use Natu as setup fodder with Substitute to block Thunder Wave.
**Powerful Attackers**: Powerful attackers such as Kingler, Pyroar, and Swanna can take Natu out easily due to its mediocre bulk, although most of them do not appreciate being paralyzed by Thunder Wave.
**Knock Off**: Knock Off is a serious problem for Natu due to it removing Eviolite, which hinders Natu's bulk and functionality as a Magic Bounce user. Knock Off is notably a common coverage or utility move, which makes it all the more troublesome. Pokemon such as Gurdurr, Eelektross, and Zangoose can all remove Natu's Eviolite with Knock Off and KO it.
**Ice-types**: Ice-types such as Aurorus and Jynx can easily outspeed and OHKO Natu thanks to their powerful, super effective special attacks. Even if Natu hits them on the switch, it would not be able to deter them aside from using Thunder Wave, which they need to be careful with, but otherwise, they can switch in and OHKO Natu instantly if it doesn't switch.
With a great ability in Magic Bounce, Natu carves itself an effective niche in the PU metagame. As the only Pokemon in the tier that has access to the ability, Natu is able to deflect entry hazards and other status moves such as Stealth Rock and Will-O-Wisp. Natu has a great utility movepool that complements its role as a defensive Magic Bounce user, including options such as U-turn, Reflect, and reliable recovery in Roost. Natu, however, has a rather poor defensive typing, and it is easily targeted by common Dark-, Ice-, Rock-, and Electric-types such as Spiritomb, Aurorus, and Eelektross. Natu cannot switch into all entry hazard setters, as some setters like Aggron can be a problem if they predict Natu switching into them; therefore, mind games are usually played to keep entry hazards away from the field consistently by keeping the opponent guessing if Natu is switching in or not. Aside from Reflect, Natu has very poor bulk even with its Eviolite intact and can be easily threatened by powerful Pokemon or Pokemon that deal super effective damage to it such as Kingler, Lycanroc, and Pyroar, with the latter targeting Natu's uninvested Special Defense. Furthermore, due to its reliance on Eviolite, Knock Off is an extremely dangerous tool against Natu, as it sports a weakness to the move and losing Eviolite severely hinders its longevity. Despite Natu's typing, it makes for a terrible check to Fighting-types because Fighting-types such as Gurdurr and Throh are able to take any of Natu's moves once and retaliate with Knock Off, while other Fighting-types such as Hitmonchan carry other threatening coverage moves such as Ice Punch. Natu's relative passivity means that setup sweepers can generally switch into it with ease, not fearing much aside from Thunder Wave, though Substitute users like Mesprit can avoid the move. Being reliant on Night Shade for damage also allows Normal-type wallbreakers like Kangaskhan and Zangoose to easily switch in.
[SET]
name: Defensive Magic Bounce
move 1: Night Shade / Psychic
move 2: U-turn
move 3: Reflect / Thunder Wave
move 4: Roost
item: Eviolite
ability: Magic Bounce
nature: Bold
evs: 248 HP / 244 Def / 16 Spe
ivs: 0 Atk
[SET COMMENTS]
Moves
========
Night Shade allows Natu to hit almost all Pokemon in the tier for adequate and consistent damage, which can wear foes down when Natu switches in to deflect entry hazards or status moves. Night Shade also acts as a reliable option against setup sweepers that utilize Substitute such as Gorebyss. Psychic can be used as an alternative option to hit Fighting- and Poison-types such as Gurdurr and Weezing super effectively, especially the latter, as Natu can block Weezing's Toxic Spikes. U-turn allows Natu to pivot, which creates momentum and enables Natu to escape threatening situations where it can send in a teammate to deal with the opposing check or counter. Reflect acts as a stalling option that Natu can use against more passive entry hazard setters such as Regirock and can be used in conjunction with Roost to reduce Rock-type damage effectively in order to stall and force out said Pokemon. Reflect also helps Natu take less damage from all Pursuit users bar Spiritomb, which bypasses it. Natu can use Thunder Wave as an alternative option to cripple opposing Pokemon, especially if they are faster and switch into Natu, as then Natu's teammates can take care of these Pokemon with less difficulty and allow Natu to perform its job more safely. In general, Roost acts as a useful recovery option that Natu can use to increase its longevity in situations such as switching into entry hazards to force a switch.
Set Details
========
248 HP EVs and 244 Defense EVs in conjunction with an Eviolite and a Bold nature allow Natu to become significantly bulkier, which helps it avoid a 2HKO from Jolly Skuntank's Crunch if Natu has been hit by it once before setting up Reflect. Natu's Speed EVs allow it to outspeed most Rock-types such as Carracosta and Regirock, which lets it cripple them with Thunder Wave before they can attack or set up. 0 Attack IVs allow Natu to take minimal damage from Foul Play from the likes of Spiritomb and Sableye. Magic Bounce enables Natu to bounce back opposing entry hazards and other status moves like Toxic and Taunt and helps Natu's teammates do their jobs more efficiently.
Usage Tips
========
Natu should generally switch into predicted entry hazards and other status moves to prevent them from being used and bounce them back to the opponent's team. Natu can also do this to a certain extent without even being present; the opponent will think twice about setting entry hazards or using status-inducing moves, as they will be unsure if Natu will switch in or not. However, one important thing to look for is when Natu is switching in to deflect entry hazards or status-inducing moves, as it needs to be extremely careful of being predicted to switch in. Natu does not want to get hit by a super effective coverage move such as Knock Off from Pokemon like Mesprit and Clefairy, which can deter it from switching in due to its poor bulk. Natu should use Thunder Wave to cripple faster switch-ins such as Articuno and Lycanroc early-game, making them more vulnerable to Natu's teammates. U-turn should generally be used to avoid threatening situations, such as using it on a Pursuit trapper, and also to create momentum by allowing a teammate to switch in. Natu can use Reflect in conjunction with Roost to stall out and take less damage from more passive entry hazard setters such as Regirock to force switches. Reflect can also be used to take less damage from Pursuit, unless it's from Spiritomb. If Natu is used on stall teams, it is able to be played more passively just to bounce entry hazards and pivot; however, if it is used on more offensive teams, it can be played aggressively by switching in more often to ensure entry hazards are off the field.
Team Options
========
Pokemon that don't appreciate entry hazards and other status moves such as Kingler and Oricorio-G value Natu's ability to deflect them, set up Reflect, and cripple opposing Pokemon with Thunder Wave. This allows these Pokemon to set up or perform their roles more efficiently; for example, Oricorio-G can attack Skuntank with a Z-Move straight away under the protection of Reflect. A VoltTurn core can be formed with the likes of Mesprit and Eelektross to create more momentum and allow Natu and its other teammates to switch in more reliably. Mesprit can also set up Stealth Rock to further assist the team. Dark-types such as Absol and Skuntank are very dangerous towards Natu, as they carry STAB Knock Off and Pursuit, respectively, and the latter can hinder Natu's bulk by trapping it. Checks to these Dark-types such as Silvally-Fairy and Gastrodon are a huge help; Silvally-Fairy not only does not mind Knock Off at all but can either remove hazards with Defog in case Natu was unable to keep them off the field or cripple switch-ins like Regirock with Toxic, making it easier for Natu to stall them out. Gastrodon can also spread Toxic. In return, both of these Pokemon appreciate Natu's ability to block status moves. Dark-type Pokemon such as Skuntank and Alolan Persian also make great teammates, since they are able to take care of threatening Ghost-types such as Oricorio-G and Haunter. Skuntank can also act as a backup Defogger in case Natu was unable to bounce entry hazards. Ground-types such as Torterra and Golurk can take care of threatening Electric-types such as Alolan Raichu and Togedemaru while also being able to set up entry hazards and spinblock, respectively. Although Natu can stall out more passive Rock-type entry hazard setters with Reflect, it cannot do the same with more offensive Rock-types like Lycanroc, which means Rock-type checks such as Primeape and Aggron are a great help, with the former also being able to check Dark-types and the latter being able to set up entry hazards to further help Natu, although using them stacks a weakness to one of Natu's best checks, Spiritomb. Special walls such as Audino and Type: Null can take care of powerful special attackers such as Pyroar and Drampa, which target Natu's weaker Special Defense. Natu pairs well with Pyukumuku on defensively inclined teams, as its ability Unaware allows it to deal with setup sweepers. It can also deal with Calm Mind Spiritomb by using Spite. In return, Pyukumuku appreciates Natu's ability to deflect Toxic and Taunt. Furthermore, Natu can assist stall teams by setting up Reflect to reduce physical damage and further annoy the opposing team. Lastly, Pokemon such as Clefairy and Mawile are appreciated, as they can check Spirtomb. It should be noted, though, that Mawile and other physical Fairy-types that check Spiritomb need to be wary of Will-O-Wisp.
[STRATEGY COMMENTS]
Other Options
=============
Since Natu is a niche Pokemon in PU, it doesn't really have a lot of opportunities to use uncommon alternative options, and its main moves are usually too important to discard; however, Natu can run Toxic in the third moveslot as an alternative option to combat special walls that can switch into Psychic, but it can be generally used against any bulky Pokemon as well. However, crippling faster threats with Thunder Wave and being able to set up Reflect are much more important than dealing with special walls, as Natu's teammates can do that much more efficiently. Hidden Power Fighting can be used as a specific coverage move to check Pawniard on the switch as well as other Rock-, Dark-, and Steel-types, which leaves them more vulnerable to Natu's teammates; however, Natu's current moveset is much more consistent in complementing its role as a Magic Bounce user. Feather Dance is an alternative option to Reflect, sacrificing the ability to better deal with Regirock for doing better against Spiritomb by lowering its Attack to avoid taking much damage from Pursuit; however, Reflect is a better option because it can be used more for supporting teammates while also providing a way of dealing with Regirock, a very common entry hazard setter.
Checks and Counters
===================
**Dark-types**: Dark-types such as Absol and Alolan Persian are immune to Psychic and can take out or cripple Natu with Knock Off without any difficulty, although they dislike Thunder Wave. Dark-type Pursuit trappers such as Skuntank and Spiritomb are also threatening, as they can outspeed, trap, and KO Natu very easily. Spiritomb is especially threatening, since its ability Infiltrator allows it to deal maximum damage with Pursuit regardless of Reflect.
**Electric-types**: Electric-types such as Alolan Raichu and Togedemaru outspeed Natu with ease and can take it out with their STAB attacks. Alolan Raichu and Togedemaru specifically make great checks, as they resist Psychic and are immune to Thunder Wave, although the former takes significant damage from U-turn if it is hit on the switch.
**Rock-types**: Although Natu can tank Regirock with the help of Reflect, more offensively oriented Rock-types such as Lycanroc and Kabutops can pick apart Natu very easily, although they might be crippled by Thunder Wave.
**Steel-types**: Steel-types like Probopass and Aggron resist Psychic and usually don't mind Thunder Wave, which means they can force Natu out or use Rock-type coverage to take it out. Some Steel-types can also set up entry hazards once they've forced Natu out, which gives it difficulty switching back in unless it has a Defog or Rapid Spin user as a teammate.
**Ghost-types**: Oricorio-G and Haunter can deal with Natu very easily, as they can set up on it or KO it with a Ghost-type STAB move. Oriocorio-G can also use Natu as setup fodder with Substitute to block Thunder Wave.
**Powerful Attackers**: Powerful attackers such as Kingler, Pyroar, and Swanna can take Natu out easily due to its mediocre bulk, although most of them do not appreciate being paralyzed by Thunder Wave.
**Knock Off**: Knock Off is a serious problem for Natu due to it removing Eviolite, which hinders Natu's bulk and functionality as a Magic Bounce user. Knock Off is notably a common coverage or utility move, which makes it all the more troublesome. Pokemon such as Gurdurr, Eelektross, and Zangoose can all remove Natu's Eviolite with Knock Off and KO it.
**Ice-types**: Ice-types such as Aurorus and Jynx can easily outspeed and OHKO Natu thanks to their powerful, super effective special attacks. Even if Natu hits them on the switch, it would not be able to deter them aside from using Thunder Wave, which they need to be careful with, but otherwise, they can switch in and OHKO Natu instantly if it doesn't switch.
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