PU Natu

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.
 
Last edited:

yogi

I did not succumb...
is a Tutor Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Hey. I know this isn't done yet but could you tweak the spread to this:

name: Defensive Magic Bounce
move 1: Night Shade / Psychic
move 2: U-turn (not caps on the t btw)
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

By using this spread you are able to avoid the 2hko from Crunch from a Jolly Skuntank after using Reflect after taking the first, while also outspeeding +Spe Carracosta. If I'm correct the EVs were for Golem, however it's such a niche mon that we believe this spread to be better. 0 IVs in Attack means that you take less from Foul Play from things like Sableye and Spiritomb. No point in an Impish nature as U-turn isn't doing any significant damage anyways.
 

Conni

katharsis
Hey. I know this isn't done yet but could you tweak the spread to this:

name: Defensive Magic Bounce
move 1: Night Shade / Psychic
move 2: U-turn (not caps on the t btw)
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

By using this spread you are able to avoid the 2hko from Crunch from a Jolly Skuntank after using Reflect after taking the first, while also outspeeding +Spe Carracosta. If I'm correct the EVs were for Golem, however it's such a niche mon that we believe this spread to be better. 0 IVs in Attack means that you take less from Foul Play from things like Sableye and Spiritomb. No point in an Impish nature as U-turn isn't doing any significant damage anyways.
Alright, implemented this and will mention the reasoning for the ev spread and ivs in Set Details once I continue working on this. Thanks!
 

Conni

katharsis
This is ready for QC.

I accidentally command w'ed my editing tab and lost a lot of progress which I had to start on again so I apologize if I miss out any key things I may have implemented before I lost my writing. edit: although I should've probably got everything I missed.
 
Last edited:

TTK

Won't Catch Me Lacking.
is a Community Contributor
am check add what you want.
[OVERVIEW]
  • Natu's ability Magic Bounce gives it its niche in PU as it is the only Pokemon in the tier that has the ability to bounce back entry hazards.
  • Natu has an adequate movepool which allows it to increase its longevity by pivoting with U-turn, self-recovery with Roost, and using Reflect to prevent taking a lot of damage from physical attacks.
  • Natu has a rather poor defensive typing as it is weak to common Dark-types in the tier such as Skuntank, especially as it can Pursuit trap Natu.
  • Although Natu can use Magic Bounce to prevent Stealth Rock, if it set already then Natu will take significant (I wouldn't use the word significant, it only loses 25% of its health.) amount of residual damage every time it switches in which also hinders its longevity.
  • Natu also has poor bulk which means it relies on Eviolite and Reflect to prevent it from taking much damage, however, the likes of Knock Off can severely hinder Natu's longevity and performance while also being super effective.
  • Any Pokemon that can wall it and strike back hard or Pokemon that outspeed it completely and hit hard are all threats to Natu due to its aforementioned poor bulk, even with the Eviolite. Examples include Oricorio-G, Aurorus, and Carracosta. (This would fit better in Checks and Counters imo)
[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 tier with adequate, consistent damage to wear them down when switching in to bounce certain status moves or entry hazards.
  • Alternatively, Psychic can be used to hit Fighting- and Poison-types super effectively, especially Poison-types that Natu switches into to bounce Toxic Spikes such as Weezing. (Maybe name a Fighting-type example like Hitmonchan.)
  • U-turn allows Natu to pivot safely and bring in a more threatening Pokemon to the current opposition. This allows Natu to escape from threatening situations if it can outspeed its foes and help teammates by providing a safe entry into the battle.
  • Reflect allows Natu to stay in on and stall physical entry hazard setters such as Regirock as it can use Roost to heal and remove its Flying typing to take less damage from an otherwise super effective Rock Slide or Stone Edge, it also prevents taking much damage from Pursuit trappers.
  • Alternatively Natu can support its teammates by using Thunder Wave to cripple opposing Pokemon allowing its teammates, especially those that are bulky sweepers such as Gurdurr, to KO these paralyzed Pokemon with more ease.
  • Roost allows Natu to increase its longevity so it can continue bouncing entry hazards and certain status moves for its team. It can also stall certain entry hazard setters as aforementioned above by healing and taking away its Flying typing (Don't need to mention that again) to take less damage from the likes of setters that use Rock-type moves.
Set Details
========
  • Natu's 248 HP and 244 Def EVs alongside a Bold nature and an Eviolite allow it to become significantly bulkier, more in terms of physical defense (Physical defense is kinda redundant. If it was Special Defense, then you would say that and there's only one other type of defense stat.). This allows Natu to avoid a 2HKO by Crunch from a Jolly Skuntank after taking the first before setting up Reflect
  • Natu's Speed EVs allow it to outspeed Carracosta which gives it an adequate speed tier and outspeed most Rock-types (What other relevant Rock-types?)
  • 0 Atk IVs allow Natu to take less damage from Foul Play from the likes of Sableye and Spiritomb
  • Natu's ability Magic Bounce allows it to deflect entry hazards and status moves such as Taunt, Thunder Wave, and Haze which could be troublesome for certain teammates such as setup sweepers
Usage Tips
========
  • Natu should generally switch into predicted entry hazards to bounce them to the opposing side although it has to be very wary of being predicted and met with a coverage move which can be devastating due to Natu's mediocre bulk
  • Natu should also switch into status moves such as Taunt and Thunder Wave to deflect them away as these moves could be troublesome to its teammates, especially if they're setup sweepers although again it needs to be very cautious of being expected (Some examples of the "setup sweepers")
  • Natu should use Thunder Wave to cripple fast Pokemon that switch in on it early-game (Examples of fast mons), this allows its teammates to take care of the paralyzed Pokemon more easily
  • Natu should use U-turn to escape threatening situations such as a predicted Pursuit trapper or a check switching in after Natu has bounced entry hazards or a status move. It also allows Natu to effectively bring in its teammates into favorable situations so they assist each other
  • Once switched into a slower, physical entry hazard setter and bouncing their entry hazards, Natu should set up Reflect to take less damage from the foe (Opposing pokemon flows better imo) if it stays in and eventually make it switch out while also allowing teammates to take less physical damage
  • Additionally, Natu can use the turn where it forces the opponent to switch after using Reflect to heal with Roost if it is damaged as it is best used in safe situations so that Natu's longevity is increased without any hindrances
Team Options
========
  • Pokemon that are hindered by entry hazards and status moves such as Archeops and Oricorio-G appreciate Natu's ability to bounce them away ("Pokemon weak to Stealth Rock like Archeops and Oricorio-Sensu appreciate Natu's ability to deflect them away" Entry hazards is Spikes and Rocks mostly and since you give 2 examples of pokemon weak to rocks, just say Stealth Rock instead.)
  • Natu can form a VoltTurn core with the likes of Mesprit and Probobass which can create more momentum and also allow them to set up entry hazards while the latter can also trap certain Steel-type entry hazard setters such as Ferroseed (Feel like Eelektross is the better example than Probopass.)
  • Dark-type Pokemon such as Pawniard and Skuntank are huge threats thanks to their access to Knock Off and Pursuit so Pokemon that can take care of them or switch into Knock Off such as Silvally-Fairy, Primape, and Gastrodon are a huge help and also appreciate Natu's ability to block status moves (Absol or Raticate-Alola would be more relevant examples than Pawniard.)
  • Whilst taking care of Skuntank, Gastrodon and other Ground-types can also take care of Electric-types that threaten Natu such as Alolan Raichu and Togedemaru as well. Some can even set up entry hazards to further support other teammates (What other Ground-types?)
  • While Natu can tank most Rock-type entry hazard setters with Reflect, other Rock-types can threaten Natu such as Rampardos (Lycanroc is a better, more viable option), so Fighting-types such as Gurdurr and the aforementioned Primeape are good teammates especially since they also care of (Check would be better here instead of "take care") Dark-types and troublesome Steel-types such as Aggron and Probopass too
  • Dark-type Pokemon in ("in" isn't needed here) such as Alolan Persian and Skuntank also make great partners as they can take out Ghost-types such as Oricorio-G and Dusclops (More relevant Ghost-type is Haunter or Golurk) that can set up on or Pursuit trap Natu, respectively (Dusclops doesn't pursuit trap anything). Skuntank especially can clear away entry hazards Natu couldn't deflect in time, although at the cost of the entry hazards Natu may have already bounced
  • Special walls such as Audino and Type: Null can take care of powerful special attackers that can KO Natu (like what?) while the former can also provide cleric support for Natu and its other teammates (Mention how it provides cleric support. It uses Wish.)
[STRATEGY COMMENTS]
Other Options
=============
  • Due to Natu being only a niche Pokemon in PU, it doesn't usually have room for alternative options due to its main moves usually being too important to discard
  • Natu can alternatively run Toxic instead of Reflect or Thunder Wave which instead cripple special walls that switch into Psychic, however, faster threats to Natu are much more important to deal with as Natu shouldn't be using Psychic as much in the first place
  • Natu can utilize Hidden Power Fighting to hit Rock-, Dark-, and Steel-types on the switch in for adequate amount of damage although it would be better for teammates to the job instead as they can probably do it more efficiently while Natu also struggles to find space for the move as well
Checks and Counters
===================
**Dark-types**: Dark-types such as Pawniard (As I mentioned above, more relevant examples) and Alolan Persian are immune to Psychic and can take out Natu without any difficulty although they might mind Thunder Wave if they can't OHKO (Persian-Alola doesn't OHKO Natu) it or if Natu outspeeds them (Natu never outspeeds Persian-Alola). Dark-type Pursuit trappers such as Skuntank to the job more effectively as they can outspeed, trap, and KO Natu very easily and are one of the most effective checks to it.

**Electric-types**: Electric-types such as Alolan Raichu and Togedemaru outspeed Natu with ease and can take it out with special STAB attacks (Togedemaru is physical.) that do a lot of damage, they also aren't affected by Thunder Wave at all (Feel like this isn't needed. I think most people know that Electric-types are immune to Thunder Wave). Alolan Raichu and Togedemaru specifically make great checks as they can both resist Psychic although the former takes significant damage from U-turn if it is hit on the switch in.

**Rock-types**: Although Natu can tank some Rock-types with the help of Reflect, more offensively orientated Rock-types such as Rampardos (Lycanroc) can pick apart Natu very easily although they might be crippled by Thunder Wave. Rampardos (Lycanroc) especially can set up Stealth Rock thanks to its ability Mold Breaker ignoring Magic Bounce. (Remove this last sentence)

**Steel-types**: Steel-types like Probobass and Aggron resist Psychic and U-turn and usually don't mind Thunder Wave which means they usually force Natu out or use Rock-type coverage to take it out if it stays in. 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 Dusclops (Haunter) can deal with Natu very easily as they can set up on and Pursuit trap it, respectively. Oriocorio-G can use Natu as set up fodder and then proceed to sweep although if it doesn't use Substitute, it can fall prey to Thunder Wave and then Psychic which 3HKOs it.

**Powerful attackers**: Powerful attackers, especially specially orientated ones such as Alolan Exeggutor and Pyroar can take it out easily due to Natu's struggling bulk although Thunder Wave can threaten them in return (Pyroar is threatened by T wave not really Exeggutor-Alola) as most do not appreciate being paralyzed which means most powerful attackers that are used to take out Natu outspeed and OHKO it.
 

asa

is a Site Content Manageris a Community Leaderis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnus
PU Leader
[OVERVIEW]
  • Natu's ability Magic Bounce gives it its niche in PU as it is the only Pokemon in the tier that has the ability to bounce back entry hazards. (also bounces back moves like taunt and toxic.)
  • Natu has an adequate movepool which allows it to increase its longevity by pivoting with U-turn, self-recovery with Roost, and using Reflect to prevent taking a lot of damage from physical attacks.
  • Natu has a rather poor defensive typing as it is weak to common Dark-types in the tier such as Skuntank, especially as it can Pursuit trap Natu. (mention other weaknesses.)
  • Although Natu can use Magic Bounce to prevent Stealth Rock, if it set already then Natu will take significant amount of residual damage every time it switches in which also hinders its longevity.
  • Natu also has poor bulk which means it relies on Eviolite and Reflect to prevent it from taking much damage, however, the likes of Knock Off can severely hinder Natu's longevity and performance while also being super effective, this also allows any faster, powerful attacker to overwhelm Natu completely (stronger attackers like kingler can power through it even with eviolite, while special attackers like pyroar take advantage of its bad special bulk.)
  • Something should go here about its relative passivity.
[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 tier with adequate, consistent damage to wear them down when switching in to bounce certain status moves or entry hazards. (mention that this is its best and most consistent option against most hazard setters.)
  • Alternatively, Psychic can be used to hit Fighting- and Poison-types such as Hitmonchan and Weezing super effectively, especially the latter as it can bounce the Toxic Spikes it sets
  • U-turn allows Natu to pivot safely and bring in a more threatening Pokemon to the current opposition. This allows Natu to escape from threatening situations if it can outspeed its foes and help teammates by providing a safe entry into the battle.
  • Reflect allows Natu to stay in on and stall physical entry hazard setters such as Regirock as it can use Roost to heal and remove its Flying typing to take less damage from an otherwise super effective Rock Slide or Stone Edge, it also prevents taking much damage from Pursuit trappers.
  • Alternatively Natu can support its teammates by using Thunder Wave to cripple opposing Pokemon allowing its teammates, especially those that are bulky sweepers such as Gurdurr, to KO these paralyzed Pokemon with more ease.
  • Roost allows Natu to increase its longevity so it can continue bouncing entry hazards and certain status moves for its team if done safely
Set Details
========
  • Natu's 248 HP and 244 Def EVs alongside a Bold nature and an Eviolite allow it to become significantly bulkier. This allows Natu to avoid a 2HKO by Crunch from a Jolly Skuntank after taking the first before setting up Reflect
  • Natu's Speed EVs allow it to outspeed Carracosta which gives it an adequate speed tier and outspeed most Rock-types such as Aggron and Regirock
  • 0 Atk IVs allow Natu to take less damage from Foul Play from the likes of Sableye and Spiritomb
  • Natu's ability Magic Bounce allows it to deflect entry hazards and status moves such as Taunt, Thunder Wave, and Haze (you don't deflect haze, and even if you did, it's not like natu can really take advantage of it.) which could be troublesome for certain teammates such as setup sweepers
Usage Tips
========
  • Natu should generally switch into predicted entry hazards to bounce them to the opposing side although it has to be very wary of being predicted and met with a coverage move which can be devastating due to Natu's mediocre bulk
  • Natu should also switch into status moves such as Taunt and Thunder Wave to deflect them away as these moves could be troublesome to its teammates, especially if they're setup sweepers such as Kabutops and Alolan Raticate, although again it needs to be very cautious of being expected (you could probably compress these two points into one, since they're rather similar.)
  • Natu should use Thunder Wave to cripple fast Pokemon that switch in on it early-game such as Articuno and Lycanroc, this allows its teammates to take care of the paralyzed Pokemon more easily
  • Natu should use U-turn to escape threatening situations such as a predicted Pursuit trapper or a check switching in after Natu has bounced entry hazards or a status move. It also allows Natu to effectively bring in its teammates into favorable situations so they assist each other (u-turn can also be used if natu predicts a ghost-type / special wallbreaker to switch in.)
  • Once switched into a slower, physical entry hazard setter and bouncing their entry hazards, Natu should set up Reflect to take less damage from the opposing Pokemon if it stays in and eventually make it switch out while also allowing teammates to take less physical damage
  • Additionally, Natu can use the turn where it forces the opponent to switch after using Reflect to heal with Roost if it is damaged as it is best used in safe situations so that Natu's longevity is increased without any hindrances
Team Options
========
  • Pokemon that are hindered by Stealth Rock and status moves such as Archeops (replace this with another example just in case.) and Oricorio-G appreciate Natu's ability to bounce them away
  • Natu can form a VoltTurn core with the likes of Mesprit and Eelektross which can create more momentum and also allow them to set up entry hazards while the latter can also trap certain Steel-type entry hazard setters such as Ferroseed
  • Dark-type Pokemon such as Absol and Skuntank are huge threats thanks to their access to Knock Off and Pursuit so Pokemon that can take care of them or switch into Knock Off such as Silvally-Fairy, Primape, (idk if primeape's the best example, since it still takes a load from absol's knock off.) and Gastrodon are a huge help and also appreciate Natu's ability to block status moves
  • Whilst taking care of Skuntank, Gastrodon and other Ground-types such as Torterra and Golurk can also take care of Electric-types that threaten Natu such as Alolan Raichu and Togedemaru as well while also setting Stealth Rock and spinblocking, respectively. Some can even set up entry hazards to further support other teammates
  • While Natu can tank most Rock-type entry hazard setters with Reflect, other Rock-types can threaten Natu such as Lycanroc, so Fighting-types such as Gurdurr and the aforementioned Primeape are good teammates especially since they can check Dark-types and troublesome Steel-types such as Aggron and Probopass too
  • Dark-type Pokemon such as Alolan Persian and Skuntank also make great partners as they can take out Ghost-types such as Oricorio-G and Haunter. Skuntank especially can clear away entry hazards Natu couldn't deflect in time, although at the cost of the entry hazards Natu may have already bounced
  • Special walls such as Audino and Type: Null can take care of powerful special attackers such as Pyroar and Drampa that can KO Natu while the former can also provide cleric support for Natu and its other teammates
[STRATEGY COMMENTS]
Other Options
=============
  • Due to Natu being only a niche Pokemon in PU, it doesn't usually have room for alternative options due to its main moves usually being too important to discard
  • Natu can alternatively run Toxic instead of Reflect or Thunder Wave which instead cripple special walls that switch into Psychic, however, faster threats to Natu are much more important to deal with as Natu shouldn't be using Psychic as much in the first place
  • Natu can utilize Hidden Power Fighting to hit Rock-, Dark-, and Steel-types on the switch in for adequate amount of damage although it would be better for teammates to the job instead as they can probably do it more efficiently while Natu also struggles to find space for the move as well (remove this imo.)
Checks and Counters
===================
**Dark-types**: Dark-types such as Absol and Alolan Persian are immune to Psychic and can take out Natu without any difficulty although they might mind Thunder Wave. Dark-type Pursuit trappers such as Skuntank to the job more effectively as they can outspeed, trap, and KO Natu very easily and are one of the most effective checks to it.

**Electric-types**: Electric-types such as Alolan Raichu and Togedemaru outspeed Natu with ease and can take it out with STAB attacks that do a lot of damage. Alolan Raichu and Togedemaru specifically make great checks as they can both resist Psychic although the former takes significant damage from U-turn if it is hit on the switch in.

**Rock-types**: Although Natu can tank some Rock-types with the help of Reflect, more offensively orientated Rock-types such as Lycanroc can pick apart Natu very easily although they might be crippled by Thunder Wave.

**Steel-types**: Steel-types like Probobass and Aggron resist Psychic and U-turn and usually don't mind Thunder Wave which means they usually force Natu out or use Rock-type coverage to take it out if it stays in. 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 and Pursuit trap it, respectively. Oriocorio-G can use Natu as set up fodder and then proceed to sweep although if it doesn't use Substitute, it can fall prey to Thunder Wave and then Psychic which 3HKOs it.

**Powerful attackers**: Powerful attackers, especially specially orientated ones such as Swanna and Pyroar can take it out easily due to Natu's struggling bulk although Thunder Wave can threaten them in return as most do not appreciate being paralyzed which means most powerful attackers that are used to take out Natu outspeed and OHKO it.

Could probably make a section for Ice-types, see Aurorus and Jynx, or at least mention the former in the powerful attackers section.
1/3.
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yogi

I did not succumb...
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[OVERVIEW]
  • Natu's ability Magic Bounce gives it its niche in PU as it is the only Pokemon in the tier that has the ability to bounce back entry hazards and status moves such as Taunt and Toxic.
  • Natu has an adequate movepool which allows it to increase its longevity by pivoting with U-turn (bit weird here but i wouldn't quite say that it increases its longevity being able to u-turn, unless it's specifically on either skuntank or spiritomb switching in and you predicting that), self-recovery with Roost, and using Reflect to prevent taking a lot of damage from physical attacks. (to also prevent being pursuit trapped by anything not named spiritomb)
  • Natu has a rather poor defensive typing as it is weak to common Dark-, Ice-, and Electric-types in the tier such as Skuntank, Aurorus, and Eelektross (technically you can beat skuntank 1v1 if it's lacking crunch)
  • Although Natu can use Magic Bounce to prevent Stealth Rock, if it set already then Natu will take significant amount of residual damage every time it switches in which also hinders its longevity. (this can be expanded somewhat to also mention the 50/50s that happen with natu just being viewable in team preview)
  • Natu also has poor bulk which means it relies on Eviolite and Reflect to prevent it from taking much damage, however, the likes of Knock Off can severely hinder Natu's longevity and performance while also being super effective, this also allows any faster, powerful attacker to overwhelm Natu completely while powerful attackers like Kingler KO it even with the Eviolite and special attackers such as Pyroar take advantage of its weaker Special Defense (natu is also not the best fighting-type resist due to this, as the best fighting-type in the tier can knock off its eviolite)
  • Natu can be used as setup bait by Pokemon who resist its moves due to its relative passivity as it cannot deal significant damage even with Night Shade as the setup sweeper would be done setting up by the time Night Shade should KO it although they may fear Thunder Wave
[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 tier with adequate, consistent damage to wear them down when switching in to bounce certain status moves or entry hazards, Night Shade is Natu's most consistent option against most hazard setters (means you can deal substantial damage to something like skuntank and prevent pokemon like calm mind mesprit setting up against you with substitute, for example)
  • Alternatively, Psychic can be used to hit Fighting- and Poison-types such as Hitmonchan and Weezing super effectively, especially the latter as it can bounce the Toxic Spikes it sets (change hitmonchan to gurdurr, as night shade does basically the same damage as psychic does to the standard assault vest set)
  • U-turn allows Natu to pivot safely and bring in a more threatening Pokemon to the current opposition. This allows Natu to escape from threatening situations if it can outspeed its foes and help teammates by providing a safe entry into the battle. (just give an example here, apply it to a situation)
  • Reflect allows Natu to stay in on and stall physical entry hazard setters such as Regirock as it can use Roost to heal and remove its Flying typing to take less damage from an otherwise super effective Rock Slide or Stone Edge, it also prevents taking much damage from Pursuit trappers. (mention skuntank, also mention how it still gets trapped by spiritomb)
  • Alternatively Natu can support its teammates by using Thunder Wave to cripple opposing Pokemon allowing its teammates, especially those that are bulky sweepers such as Gurdurr, to KO these paralyzed Pokemon with more ease. (also cripples things that commonly switch in)
  • Roost allows Natu to increase its longevity so it can continue bouncing entry hazards and certain status moves for its team if done safely (if done safely is a weird way of phrasing. most of what natu does is less safe and far more prediction based)
Set Details
========
  • Natu's 248 HP and 244 Def EVs alongside a Bold nature and an Eviolite allow it to become significantly bulkier. This allows Natu to avoid a 2HKO by Crunch from a Jolly Skuntank after taking the first before setting up Reflect
  • Natu's Speed EVs allow it to outspeed Carracosta which gives it an adequate speed tier and outspeed most Rock-types such as Aggron and Regirock (means it can potentially cripple it with thunde wave. also aggron is always max speed so change that for something else please)
  • 0 Atk IVs allow Natu to take less damage from Foul Play from the likes of Sableye and Spiritomb
  • Natu's ability Magic Bounce allows it to deflect entry hazards and status moves such as Taunt and Thunder Wave which could be troublesome for certain teammates such as setup sweepers
Usage Tips
========
  • Natu should generally switch into predicted entry hazards or status moves to bounce them to the opposing side to help its teammates especially if they're setup sweepers like Kabutops and Alolan Ratticate (raticate) although it has to be very wary of being predicted and met with a coverage move which can be devastating due to Natu's mediocre bulk (i'd really emphasise how the sheer presence of natu will always make the opponent second guess about setting. it doesn't even need to actually be on the field to fulfil some of its job)
  • Natu should use Thunder Wave to cripple fast Pokemon that switch in on it early-game such as Articuno and Lycanroc, this allows its teammates to take care of the paralyzed Pokemon more easily (helps it versus standard checks to itself too, especially faster ones)
  • Natu should use U-turn to escape threatening situations such as a predicted Pursuit trapper, a Ghost-type Pokemon, a special wallbreaker, or any other check switching in after Natu has bounced entry hazards or a status move. It also allows Natu to effectively bring in its teammates into favorable situations so they assist each other
  • Once switched into a slower, physical entry hazard setter and bouncing their entry hazards, Natu should set up Reflect to take less damage from the opposing Pokemon if it stays in and eventually make it switch out while also allowing teammates to take less physical damage (mention and expand the previous pursuit situation please)
  • Additionally, Natu can use the turn where it forces the opponent to switch after using Reflect to heal with Roost if it is damaged as it is best used in safe situations so that Natu's longevity is increased without any hindrances
  • on stall teams natu should be played passively but on more offensively based teams (which it can occasionally be seen on) natu can actually be played more aggressively to ensure entry hazards are not put down
Team Options
========
  • Pokemon that are hindered by Stealth Rock and status moves such as Kingler and Oricorio-G appreciate Natu's ability to bounce them away (also appreciate both reflect and thunder wave support, allowing more ease when it comes to set up. for example oricorio-g can straight nuke skuntank with its z move without having to play the substitute game)
  • Natu can form a VoltTurn core with the likes of Mesprit and Eelektross which can create more momentum and also allow them to set up entry hazards while the latter can also trap certain Steel-type entry hazard setters such as Ferroseed
  • Dark-type Pokemon such as Absol and Skuntank are huge threats thanks to their access to Knock Off and Pursuit so Pokemon that can take care of them or switch into Knock Off such as Silvally-Fairy and Gastrodon are a huge help and also appreciate Natu's ability to block status moves
  • Whilst taking care of Skuntank, Gastrodon (already mentioned) and other Ground-types such as Torterra and Golurk can also take care of Electric-types that threaten Natu such as Alolan Raichu and Togedemaru as well while also setting Stealth Rock and spinblocking, respectively. Some can even set up entry hazards to further support other teammates (gastrodon and torterra both hard lose to +2 z focus blast from alolan raichu, so maybe mention that)
  • While Natu can tank most Rock-type entry hazard setters with Reflect, other Rock-types can threaten Natu such as Lycanroc, so Fighting-types such as Gurdurr and the aforementioned Primeape are good teammates especially since they can check Dark-types and troublesome Steel-types such as Aggron and Probopass too (they both lose to spiritomb however)
  • Dark-type Pokemon such as Alolan Persian and Skuntank also make great partners as they can take out Ghost-types such as Oricorio-G and Haunter. Skuntank especially can clear away entry hazards Natu couldn't deflect in time, although at the cost of the entry hazards Natu may have already bounced
  • Special walls such as Audino and Type: Null can take care of powerful special attackers such as Pyroar and Drampa that can KO Natu while the former can also provide cleric support for Natu and its other teammates
there needs to be a specific mention to stall based pokemon. this pokemon is primarily used on stall teams. how it's used with a second defogger, wish support, etc. something that can help versus spiritomb should also be mentioned

[STRATEGY COMMENTS]
Other Options
=============
  • Due to Natu being only a niche Pokemon in PU, it doesn't usually have room for alternative options due to its main moves usually being too important to discard
  • Natu can alternatively run Toxic instead of Reflect or Thunder Wave which instead cripple special walls that switch into Psychic, however, faster threats to Natu are much more important to deal with as Natu shouldn't be using Psychic as much in the first place (means it basically loses to skuntank too)
  • Natu can utilize Hidden Power Fighting to hit Rock-, Dark-, and Steel-types on the switch in for adequate amount of damage although it would be better for teammates to the job instead as they can probably do it more efficiently while Natu also struggles to find space for the move as well
Checks and Counters
===================

**Dark-types**: Dark-types such as Absol and Alolan Persian are immune to Psychic and can take out Natu without any difficulty although they might mind Thunder Wave. Dark-type Pursuit trappers such as Skuntank to the job more effectively as they can outspeed, trap, and KO Natu very easily and are one of the most effective checks to it. (the former two also cripple it with knock off)

**Electric-types**: Electric-types such as Alolan Raichu and Togedemaru outspeed Natu with ease and can take it out with STAB attacks that do a lot of damage. Alolan Raichu and Togedemaru specifically make great checks as they can both resist Psychic although the former takes significant damage from U-turn if it is hit on the switch in. (they can also switch in fairly freely as they do not need to worry about thunder wave)

**Rock-types**: Although Natu can tank some Rock-types with the help of Reflect, more offensively orientated Rock-types such as Lycanroc can pick apart Natu very easily although they might be crippled by Thunder Wave.

**Steel-types**: Steel-types like Probobass and Aggron resist Psychic and U-turn (resisting u-turn or not resisting u-turn is almost never a factor, it's just used to pivot) and usually don't mind Thunder Wave which means they usually force Natu out or use Rock-type coverage to take it out if it stays in. 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 and Pursuit trap it, respectively. Oriocorio-G can use Natu as set up fodder and then proceed to sweep although if it doesn't use Substitute, it can fall prey to Thunder Wave and then Psychic which 3HKOs it.

**Powerful attackers**: Powerful attackers, especially specially orientated ones such as Swanna and Pyroar can take it out easily due to Natu's struggling bulk although Thunder Wave can threaten them in return as most do not appreciate being paralyzed which means most powerful attackers that are used to take out Natu outspeed and OHKO 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 Thunder Wave which they need to be careful with but otherwise they can switch in and OHKO Natu instantly if it doesn't switch.
Needs ironed out when written up. Otherwise good. QC 2/3.
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[OVERVIEW]

A great ability in Magic Bounce grants Natu an interesting and effective niche in the PU metagame as it is the only Pokemon in the tier that has access to the ability which means it can be of use by effectively deflecting entry hazards and status moves such as Will-O-Wisp and Taunt. Natu has a great utility movepool which further compliments its role as a defensive Magic Bouncer as it can pivot with U-turn, heal itself with Roost, and while preventing itself from taking significant physical damage thanks to Reflect which means it can take less damage from Pursuit if set up I wouldn't go too much into the specifics of every support move in the Overview [or just in general honestly, it has to feel like an Overview, which is meant to be more of a general summary], as this undermines the fact that the Moves section is already meant to cover this. You could just mention that it has those options as well as reliable recovery in Roost and you'll be fine. , however, Spiritomb ignores this thanks to Infiltrator which means it can deal full damage with Pursuit regardless I think it's better to reference this point in the part where you talk about Natu's weakness to Pokemon of certain typing just to avoid that problem I brought up in my summary after the Overview, which is in the next sentence. Natu, however, has a rather poor defensive typing as it is easily targeted by the likes of common Dark-, Ice-, Rock- and Electric-types such as Pawniard Replace with Spiritomb to maintain the theme of especially relevant Pokemon, Aurorus, and Eelektross. Natu may have the ability to deflect entry hazards, but only if it is present therefore entry hazards can set them up normally if Natu isn't around which contributes to the fact that when setting entry hazards with Natu present, there is generally a 50% chance that it will switch in or not, and if Natu does not bounce the entry hazards, it will backfire on it as it takes super effective damage from the most common entry hazard Stealth Rock ...What are you trying to say exactly? Of course it's not going to be able to do its job if it's not "around", that applies for any Pokemon. Also, the point about the 50% chance is disingenuous when you consider Natu's ability to reliably come in on certain setters like Mesprit, Ferroseed, Shuckle, and Clefairy. It's fine to reference some setters that it can't so easily come in vs, as it's forced to play mind games with them to consistently deter hazards. Aside from an Eviolite and Reflect to help it, Natu has poor bulk and can be rather easily be KOed by powerful Pokemon or Pokemon that deal super effective damage, which means Knock Off is very dangerous for Natu as it is super effective and also removes Natu's Eviolite which People will know this, so no need to specify leaves it even more vulnerable to powerful attackers such as Kingler and Pyroar, the latter especially targets Natu's weaker uninvested Special Defense Its base defensive stats are both really bad, so even with Eviolite intact it's going to be vulnerable to powerful attackers regardless. I would also rephrase some parts of this sentence as it doesn't totally get the point across that it's reliant on Eviolite, only that it helps it. Natu can check Fighting-types under two circumstances, which are if they are able to be KOed and are slower than Natu, otherwise Natu can't efficiently resist their moves as most common Fighting-types carry the very troublesome Knock Off It's really just Gurdurr and Throh, the rest carry other coverage moves (Hitmonchan's Ice Punch, Primeape's Stone Edge, Crabominale's Ice Hammer, etc.) which means if Natu stays in on them and does not meet the correct circumstances, it will be defeated I would honestly advise restructuring this sentence altogether and just say that it's a very poor Fighting-type check for its typing without sugarcoating it, since the circumstances referenced where one is able to be KOed and are slower can apply to any revenge killer essentially. Natu's relative passivity allows it to become setup bait to Pokemon that do not mind its moves as by the time Night Shade KOs, the setup sweeper should be done setting up, Thunder Wave could cripple them if they do not carry Substitute, which means setup sweepers that use Substitute as Mesprit can easily take advantage of Natu The structure of this sentence is weird to read in its current state, and I would advise replacing it with this: 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 Stoutland, Kangaskhan, and Zangoose to easily switch in.

The information you have so far is alright, but it would help to reorder some of the points you're making since the way overviews are structured is by talking about a Pokemon's pros first, and then move on to cons. Problem is, you have a tendency to mix them together awkwardly which could make it difficult for readers to keep up, like with the Spiritomb example. There's also this tendency to be a bit verbose in a lot of points that can easily be explained in a simpler manner, which leads to a lot of fluff. I recommend you take the time to rethink how you should structure this Overview, especially with my suggestions in mind, and you should be good.

[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 with adequate and consistent damage which can wear opponents down when Natu switches in to deflect entry hazards or status moves. Night Shade also acts as Natu's best option against entry hazards huh?, its checks, and its counters as Night Shade can hit them Pokemon that wall or check it such as Skuntank for the same damage regardless of most factors while also being all of this information already encompasses what you've said about Night Shade in the previous sentence, so I would just jump straight into the info about how it's useful for sub users its most reliable option against setup sweepers that utilize Substitute such as the aforementioned Mesprit You've only mentioned this in the Overview, so saying "aforementioned" isn't appropriate in this sense due to not having a previous mention in the same section. In any case, I would bring up a different example like Gorebyss or Alolan Dugtrio to avoid repetitiveness. Psychic can be used as an alternative option to combat Fighting- and Poison-types such as Gurdurr and Weezing super effectively, especially why single out the latter? it's useful for both of them the later as it sets up Toxic Spikes which Natu can parry block against. U-turn allows Natu to pivot which allows it to create or improve this is an incorrectly used word in this context momentum and escape threatening situations where it can send in a teammate to deal with the opposing check or counter. Reflect acts as a stalling option Natu can use against more passive entry hazard setters such as Regirock, as this can be used in conjunction with Roost which takes away Natu's Flying typing which (and) reduces Rock-type damage effectively allowing it to stall out and force out said Pokemon. If Reflect is already set up, it 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 do its job more safely. Like mentioned above then don't mention it, Roost allows Natu to stall out Rock-type entry hazards, but it also in general it also acts as a useful recovery option Natu can use in safe situations such as switching into entry hazards so it can increase its longevity.

Set Details
========

Investment in 248 HP and 244 Def EVs in conjunction with an Eviolite and a Bold nature allow Natu to become significantly bulkier which allows it to avoid a 2HKO from a Jolly Skunktank's Crunch after taking the first before setting up Reflect. Natu's Speed EVs allow it to outspeed most Rock-types such as the common Carracosta and Regirock and cripple them with Thunder Wave, this gives it a useful speed tier uh, no. This is not specifically what the Speed EVs are for, they are to outspeed positive nature Carracosta so you can cripple it with T wave before it attacks or sets up. 0 Atk IVs allow Natu to take minimal damage from Foul Play from the likes of Spiritomb and Sableye. As aforementioned again with this term. if it hasn't been mentioned in the same section already, then there's no need for it., Natu's niche ability in Magic Bounce allows it to bounce opposing entry hazards and status moves like Toxic and Taunt as they are being set, this helps Natu's teammates do their jobs more efficiently.

Usage Tips
========

Natu should generally switch into predicted entry hazards and status moves to prevent them from being set and bouncing them back to the opponent's team so it can help its teammates such as Kabutops and Alolan Raticate, as otherwise may not be able to perform to their full extent if bothered by entry hazards and status effects You've got the right idea but this section isn't meant to go into the specifics of how Natu can be used to support its teammates, that's what Team Options are for (and vice-versa, of course). Natu can also do this to a certain extent without even being present as the opponent will think twice about using an entry hazard setting move or a status move as they are unsure if Natu would switch in or not. However, one thing to importantly look for is when Natu is switching in to deflect entry hazards or status moves, it needs to be extremely careful of being predicted to switch in and get hit by a super effective coverage move which can deter it due to its poor bulk Examples? I ask this because on its own, it's really vague. Natu should use Thunder Wave to cripple faster switch-ins early-game such as Articuno and Lycanroc which makes them more vulnerable to be taken care of later by Natu's teammates. U-turn should be generally used by Natu to avoid threatening situations such as if it is used on a Pursuit trapper, Ghost-type, a special wallbreaker, or any other check on the switch after Natu has done its job bouncing entry hazards or status moves or if it had set up Reflect this additionally allows Natu to switch in teammates that can take advantage of the situation therefore creating or improving momentum You could just say that it avoid letting in threats such as x, y, and z for free while generating momentum by allowing a teammate to safely come in and check them. the rest kind of just makes the sentence feel a bit too verbose. If Natu switches into a slower and more passive entry hazard setter like Regirock, like usual Natu can bounce their entry hazards and use Roost and Reflect to stall them out and force them to switch as they are most likely physical attackers which have their Attack damage reduced by Reflect while Roost heals Natu up each time while also allowing it to take less damage from Rock-type moves by removing the Flying typing for that turn, this will eventually lead to the opposing entry hazard setter to switch out. Verbose sentence. I would just dedicate a sentence or two into what the uses of Reflect is for without the fluff, like regirock, skuntank, etc. If Natu is used on stall teams, it is able to be played more passively just to bounce entry hazards and pivots, however on the contrary, if it is used on more offensive teams it can be played aggressively by switching in more often to ensure no entry hazards are not bounced.

Team Options
========

Pokemon that don't appreciate entry hazards and status moves such as Kingler and Oricorio-G appreciate Natu's ability to deflect them, set up Reflect, or cripple opposing Pokemon with Thunder Wave as this allows these Pokemon to set up or perform their roles much efficiently, for example, Oricorio-G can attack Skuntank with a Z-Move straightaway under the protection of Reflect or if Skuntank is paralyzed by Thunder Wave Don't mention this, not a reliable strat and oricorio is naturally faster either way. 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 additionally can also setup Stealth Rock to further assist the team. Dark-types such as Absol and Skuntank are very dangerous towards Natu as they carry a STAB Knock Off and Pursuit which can cripple Natu's bulk and trap it, respectively. Therefore, Dark-type checks Checks to these Dark-types such as Silvally-Fairy and Gastrodon are a huge help as they can take care of these two, respectively. Silvally-Fairy especially helps as it does not mind Knock Off whatsoever while Gastrodon can spread Toxic and in turn Natu can provide them with help by blocking status moves I would just put this in the sentence where you mention them, after "as". Dark-type Pokemon such as Skuntank and Alolan Persian also make great teammates as well as they are able to take care of threatening Ghost-types such as Oricorio-G and Haunter, Skuntank can also as a backup Defogger in case Natu was unable to bounce any entry hazards. Ground-types such as Torterra and Golurk can also take care of threatening Electric-types such as Alolan Raichu and Togedemaru while also being able to set up entry hazards and spinblock, respectively. However, Gastrodon and Torterra lose to Alolan Raichu's +2 boosted Z-Focus Blast. 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 great help. The former can also check Dark-types while the latter sets up entry hazards to further help Natu, although these two can be defeated by one of Natu's best check 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. Audino can also provide cleric support as well for Natu and its teammates I'm not sure how practical of a mention this is since Natu doesn't really get statused due to Magic Bounce, so it seems out of place. Stall-based Pokemon such as Avalugg and Togetic work well with Natu as they are able to allow Natu to perform more passively when bouncing entry hazards as a backup Defogger in Togetic can help take care of undeflected entry hazards while Togetic can also provide extra help in the form of cleric support. Furthermore, Natu can also assist the stalling by setting up Reflect to reduce physical damage and to further irk the opposing team. I'd personally ward off mentions of these two since they're not at all relevant Pokemon in PU. Just talk about how it pairs with stall staples like Pyukumuku (which has Unaware to deal with various set up mons and can deal with crotomb via Spite, while it appreciates Natu's Magic Bounce utility in deflecting crippling options like Toxic and Taunt) Lastly, checks to deal with the specifically threatening Spirtomb are helpful as without Pokemon such as Clefairy and Mawile, Spiritomb can use Infiltrator to deal full damage with Pursuit regardless of if Reflect is set up or not idk why this is being brought up, not relevant to its teammates especially these two and you've already mentioned this so many times, 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 as 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 if it is run, however, faster threats to cripple with Thunder Wave and being able to set up Reflect is 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 since it deals 4x damage, and other Rock-, Dark-, and Steel-types which leaves them more vulnerable to Natu's teammates, however, it is best if Natu leaves the problem to its teammates entirely as they can deal damage to them much more efficiently while Hidden Power Fighting would also be a struggle to fit on Natu's already important standard movepool I think you're getting a little excessive with the whole teammates points, it should be more focused on why the standard moves are more consistent options rather than that you can have your teammates for.

Featherdance - Does mostly the same thing as Reflect but trades the ability to cripple Regirock and instead lets it do better against Spiritomb, as it reduces its Attack which makes it Pursuit much weaker. It's still less useful overall than Reflect due to being less usable for supporting teams and making Natu much less reliable at preventing hazards from Regirock.

Checks and Counters
===================
**Dark-types**: Dark-types such as Absol and Alolan Persian are immune to Psychic and can take out or cripple it with Knock Off Natu without any difficulty although they might mind Thunder Wave. Dark-type Pursuit trappers such as Skuntank to the job more effectively (more effectively than what? Knock Off can KO Natu very easily too, especially from mons like Absol and Shiftry, and removing its eviolite is one of the strongest ways to cripple it) as they can outspeed, trap, and KO Natu very easily and are one of the most effective checks to it As are Dark Types in general, so no need for the fluff here. Also, Talk about how Spiritomb beats it, as that's a major thorn on Natu's side in a way that's arguable more so than Skuntank

**Electric-types**: Electric-types such as Alolan Raichu and Togedemaru outspeed Natu with ease and can take it out with STAB attacks that do a lot of damage. Alolan Raichu and Togedemaru specifically make great checks as they can both resist Psychic while also being immune to Thunder Wave although the former takes significant damage from U-turn if it is hit on the switch in.

**Rock-types**: Although Natu can tank some Rock-types with the help of Reflect It's really only useful for Regirock honestly, more offensively orientated 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 Probobass and Aggron resist Psychic and usually don't mind Thunder Wave which means they usually force Natu out or use Rock-type coverage to take it out if it stays in. 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 and Pursuit trap it, respectively No? They either set up on it or kill it with their Ghost STAB. Oriocorio-G can use Natu as set up fodder, with Substitute to block Thunder Wave and then proceed to sweep although if it doesn't use Substitute, Why wouldn't it? it can fall prey to Thunder Wave and then Psychic which 3HKOs it It's not going to be able to safely go for the 3HKO as its still threatened by its STAB.

**Powerful attackers**: Powerful attackers, especially specially orientated ones such as Swanna and Pyroar can take it out easily due to Natu's struggling bulk although Thunder Wave can threaten them in return as most do not appreciate being paralyzed which means most powerful attackers that are used to take out Natu outspeed and OHKO it. You could mention some extremely powerful physical attackers like Stoutland and Kingler

**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 Thunder Wave which they need to be careful with but otherwise they can switch in and OHKO Natu instantly if it doesn't switch.

I would add a Knock Off section, as Natu absolutely needs its Eviolite to function at all in the ways that it does, and thus is a big issue for it (especially since it's weak to it and various Dark-types run it). When talking about its users, mention anything that haven't already been mentioned in other sections, such as Gurdurr, Eelektross, and Zangoose.
I strongly urge you to spend a bit of time revising parts of this analysis, as a lot of this is riddled with verbose sentences that can be broken down to simpler points and this is especially affecting the quality of the overview, which is not going to work in its current state. Given the large list of things I had to look over, I'd like you to take the time to implement these changes before I'm comfortable with giving this the 3rd stamp. Once you've finished, be sure to hit me up and then I'll make my decision afterwards. Best of luck mate!
 
Alright bud, it seems that you've done massive changes overall in response to my initial check that made a great deal of improvements, coupled with the talk we had on Discord earlier to further clarify things, so here's my part 2 of this check, essentially.

[OVERVIEW]

A great ability in Magic Bounce grants Natu an effective niche in the PU metagame as the only Pokemon in the tier that has access to the ability which means it can deflect entry hazards and status moves such as Will-O-Wisp and Taunt. Natu has a great utility movepool which compliments complements its role as a defensive Magic Bouncer, its movepool includes U-turn, Reflect, and a reliable recovery option in Roost. Natu, however, has a rather poor defensive typing as it is easily targeted by common Dark-, Ice-, Rock-, and Electric-types such as Spiritomb, Aurorus, and Eelektross. Natu cannot switch into all entry hazards as some setters like Aggron can be a problem if they predict Natu switching into them, therefore mind games are usually played by Natu to keep entry hazards away from the field consistently by keeping the opponent guessing if Natu decides to switch in or not. Aside from Reflect to help it, Natu has very poor bulk without the Eviolite and can be easily KOed by powerful Pokemon or Pokemon that deal super effective damage, which means Knock Off is very dangerous for Natu as it is super effective which leaves it even more vulnerable to powerful attackers such as Kingler and Pyroar, the latter especially targets Natu's uninvested Special Defense. I'd replace this with: Aside from Reflect to help it, 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 such as Kingler, Lycanroc, and Pyroar, with the latter especially 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 severely hinders its survivability. (reads the information that you're trying to convey here a bit better, in my opinion.) Despite Natu's typing, it makes for a terrible Fighting-type check 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 Stoutland, 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 with adequate and consistent damage which can wear opponents down when Natu switches in to deflect entry hazards or status moves. Night Shade also acts as reliable option against setup sweepers that utilize Substitute such as Gorebyss. Psychic can be used as an alternative option to combat Fighting- and Poison-types such as Gurdurr and Weezing super effectively, especially the latter as it sets up Toxic Spikes which Natu can block against. U-turn allows Natu to pivot which allows it to create momentum and escape threatening situations where it can send in a teammate to deal with the opposing check or counter. Reflect acts as a stalling option Natu can use against more passive entry hazard setters such as Regirock, as this can be used in conjunction with Roost which takes away Natu's Flying typing and reduces Rock-type damage effectively allowing it to stall out and force out said Pokemon. It 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 do its job more safely. In general, Roost also acts as a useful recovery option Natu can use in safe situations such as switching into entry hazards so it can increase its longevity this one's written a little odd, "safe situations" would refer to defensive pokemon that can't hurt you much rather than "switching into entry hazards".

Set Details
========

Investment in 248 HP and 244 Def EVs in conjunction with an Eviolite and a Bold nature allow Natu to become significantly bulkier which allows it to avoid a 2HKO from a Jolly Skunktank's Crunch after taking the first before setting up Reflect. Natu's Speed EVs allow it to outspeed most Rock-types such as the common Carracosta and Regirock you're always naturally faster than this, so don't worry about mentioning this when talking about the speed evs and cripple them with Thunder Wave, this prevents Carracosta from sweeping with Shell Smash effectively As I've stated before, this should mostly just be what the speed evs specifically covers, which is positive nature carracosta, allowing you to twave it before it can attack or set up. . 0 Atk IVs allow Natu to take minimal damage from Foul Play from the likes of Spiritomb and Sableye. Natu's niche ability in Magic Bounce allows it to bounce opposing entry hazards and status moves like Toxic and Taunt as they are being set, this helps Natu's teammates do their jobs more efficiently.

Usage Tips
========

Natu should generally switch into predicted entry hazards and status moves to prevent them from being set and bounceing them back to the opponent's team. Natu can also do this to a certain extent without even being present as the opponent will think twice about using an entry hazard-setting move or a status move as they are unsure if Natu would switch in or not. However, one important thing to importantly look for is when Natu is switching in to deflect entry hazards or status moves, it needs to be extremely careful of being predicted to switch in and get hit by a super effective coverage move such as Knock Off from Pokemon like Mesprit or Clefairy, which can deter it due to its poor bulk. Natu should use Thunder Wave to cripple faster switch-ins early-game such as Articuno and Lycanroc which makes them more vulnerable to be taken care of later by Natu's teammates. U-turn should be generally used by Natu to avoid threatening situations such as if it is used on a Pursuit trapper and also create momentum by allowing a teammate to switch in and check the Pokemon causing the threatening situation for Natu. Natu can use Reflect in conjunction with Roost to stall out and take less damage more passive entry hazard setters such as Regirock to forces switches and create opportunities, Reflect can also be used to take less damage from Pursuit unless if its from Spiritomb. If Natu is used on stall teams, it is able to be played more passively just to bounce entry hazards and pivots, however on the contrary, if it is used on more offensive teams it can be played aggressively by switching in more often to ensure no entry hazards are not bounced.

Team Options
========

Pokemon that don't appreciate entry hazards and status moves such as Kingler and Oricorio-G appreciate Natu's ability to deflect them, set up Reflect, or cripple opposing Pokemon with Thunder Wave as this allows these Pokemon to set up or perform their roles much efficiently, for example, Oricorio-G can attack Skuntank with a Z-Move straightaway 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 additionally can also setup Stealth Rock to further assist the team. Dark-types such as Absol and Skuntank are very dangerous towards Natu as they carry a STAB Knock Off and Pursuit which can cripple Natu's bulk and trap it, respectively. 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 it out. Gastrodon can also spread Toxic, and in turn 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 as well as they are able to take care of threatening Ghost-types such as Oricorio-G and Haunter, Skuntank can also as a backup Defogger in case Natu was unable to bounce any entry hazards. Ground-types such as Torterra and Golurk can also take care of threatening Electric-types such as Alolan Raichu and Togedemaru while also being able to set up entry hazards and spinblock, respectively. However, Gastrodon and Torterra lose to Alolan Raichu's +2 boosted Z-Focus Blast. 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 great help, the former can also check Dark-types while the latter sets up entry hazards to further help Natu, although these two can be defeated by one of Natu's best check 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 as its ability Unaware allows it to deal with setup sweepers, it can also deal with CroTomb by using Spite. In return, Pyukumuku appreciates Natu's ability to deflect Toxic and Taunt. Furthermore, Natu can also assist the stalling by setting up Reflect to reduce physical damage and to further irk the opposing team. Lastly, checks to deal with the specifically threatening Spirtomb are helpful as without Pokemon such as Clefairy and Mawile, it should be noted though that Mawile and other physical Fairy-types that check Spiritomb need to be wary of Will-O-Wisp.

this is fine now.

[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 as 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 if it is run, however, faster threats to cripple with Thunder Wave and being able to set up Reflect is much more important than dealing with special walls as Natu's teammates can do that much more efficiently Most bulky Pokemon with reliable recovery will be able to take your attacks indefinitely whether they're specifically invested to be used as special walls or not honestly, Toxic is more of a general catch-all answer for them. Hidden Power Fighting can be used as a specific coverage move to check Pawniard on the switch since it deals 4x damage, and 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 complimenting its role as a Magic Bouncer. Feather Dance is an alternative option to Reflect as it sacrifices the ability to cripple Regirock and do 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 it with Knock Off Natu without any difficulty although they might mind Thunder Wave. Dark-type Pursuit trappers such as Skuntank and Spiritomb are also threatening as they can outspeed, trap, and KO Natu very easily. briefly talk about how spiritomb can bypass reflect with infiltrator

**Electric-types**: Electric-types such as Alolan Raichu and Togedemaru outspeed Natu with ease and can take it out with STAB attacks that do a lot of damage. Alolan Raichu and Togedemaru specifically make great checks as they can both resist Psychic while also being immune to Thunder Wave although the former takes significant damage from U-turn if it is hit on the switch in.

**Rock-types**: Although Natu can tank Regirock with the help of Reflect, more offensively orientated 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 Probobass and Aggron resist Psychic and usually don't mind Thunder Wave which means they usually force Natu out or use Rock-type coverage to take it out. 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, respectively. Oriocorio-G can use Natu as set up fodder with Substitute to block Thunder Wave.

**Powerful attackers**: Powerful attackers such as Kingler, Pyroar, Stoutland, and Swanna can take Natu out easily due to its struggling bulk, although Thunder Wave can threaten them in return as most do not appreciate being paralyzed.

**Knock Off**: Knock Off is a serious problem for Natu because it can remove its Eviolite which allows it to function reliably as a Magic Bouncer while also improving what little bulk it has. 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 Thunder Wave which they need to be careful with but otherwise they can switch in and OHKO Natu instantly if it doesn't switch.
Once you take care of the last things I've commented on, then by all means consider this your 3/3 QC check. :pimp:
 

Aaronboyer

Something Worth Fighting For
is a Contributor to Smogon
Hi, this is an Amateur GP Check, so only Implement What You Want
ADD REMOVE (COMMENTS)

[OVERVIEW]

With a A great ability in Magic Bounce,(AC) grants Natu carves itself an effective niche in the PU metagame.(AP) as As the only Pokemon in the tier that has access to the ability,(AC) which means it can Natu is able to deflect entry hazards and status moves such as Will-O-Wisp and Taunt (You mention hazards and status moves and give two examples of status moves. I would change Taunt to Stealth Rock and then put Will-o-Wisp second). Natu has a great utility movepool which complements its role as a defensive Magic Bouncer Bounce user, its movepool includes including options such as U-turn, Reflect, and a reliable recovery option in Roost. Natu, however, has a rather poor defensive typing,(AC) and as it is easily targeted by common Dark-, Ice-, Rock-, and Electric-types such as Spiritomb, Aurorus, and Eelektross. Natu cannot switch into all entry hazards,(AC) as some setters like Aggron can be a problem if they predict Natu switching into them,(RC);(ASC) therefore,(AC) mind games are usually played by Natu to keep entry hazards away from the field consistently by keeping the opponent guessing if Natu decides to switch is switching in or not. Aside from Reflect to help it, 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 such as Kingler, Lycanroc, and Pyroar, with the latter especially 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 severely hinders its survivability longevity. Despite Natu's typing, it makes for a terrible Fighting-type check 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 Stoutland(Remove Stoutland from this list, it's like heading to NU next month, and several of the other analyses are following suit.), 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 with for adequate and consistent damage,(AC) which can wear opponents 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 combat Fighting- and Poison-types such as Gurdurr and Weezing super effectively, especially the latter as it sets up Toxic Spikes which Natu can block against (Try not to end sentences with prepositions). U-turn allows Natu to pivot, which allows it to create creates momentum and escape escapes threatening situations where it can send in a teammate to deal with the opposing check or counter. Reflect acts as a stalling option Natu can use against more passive entry hazard setters such as Regirock, as this which can be used in conjunction with Roost which takes away Natu's Flying typing and reduces to reduce Rock-type damage effectively and allowing allow (same verb tense as "use" and "force") it to stall out and force out said Pokemon. It 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,(AC) as then Natu's teammates can take care of these Pokemon with less difficulty and allow Natu to do perform its job more safely. In general, Roost also acts as a useful recovery option Natu can use in situations such as switching into entry hazards to force a switch,(AC) so it can increase its longevity.

Set Details
========

Investment in of 248 HP and 244 Def EVs in conjunction with an Eviolite and a Bold nature allow Natu to become significantly bulkier,(AC) which allows helps it to avoid a 2HKO from a Jolly Skunktank's Crunch after taking the first before setting up Reflect(reword this last bit). Natu's Speed EVs allow it to outspeed most Rock-types such as Carracosta, which allows Natu to cripple it them (The object of the sentence is plural Rock-types, not singular Carracosta.) with Thunder Wave before it they can attack or set up. 0 Atk IVs allow Natu to take minimal damage from Foul Play from the likes of Spiritomb and Sableye. Natu's niche ability in Magic Bounce allows it to bounce opposing entry hazards and status moves like Toxic and Taunt as they are being set,(RC) this and helps Natu's teammates do their jobs more efficiently.

Usage Tips
========

Natu should generally switch into predicted entry hazards and status moves to prevent them from being set,(AC) and bouncing them back to the opponent's team. Natu can also do this to a certain extent without even being present as the opponent will think twice about using an entry hazard setting move setting entry hazards or a inducing status,(AC) move as they are unsure if Natu would will (think is present tense, will needs to be present tense.) switch in or not. However, one important thing to importantly look for is when Natu is switching in to deflect entry hazards or status moves, as it needs to be extremely careful of being predicted to switch in.(AP) and Natu does not want to get hit by a super effective coverage move such as Knock Off from Pokemon like Mesprit or Clefairy, which can deter it from switching in due to its poor bulk. Natu should use Thunder Wave to cripple faster switch-ins early-game such as Articuno and Lycanroc,(AC) which makes making them more vulnerable to be taken care of later by Natu's offensive teammates. U-turn should be generally used by Natu to avoid threatening situations such as if it is used on a Pursuit trapper and also create momentum by allowing a teammate to switch in and check the Pokemon causing the threatening situation for Natu. Natu can use Reflect in conjunction with Roost to stall out and take less damage against more passive entry hazard setters such as Regirock to forces switches and create opportunities,(RC).(AP) Reflect can also be used to take less damage from Pursuit unless if its 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 pivots pivot,(RC);(ASC) however on the contrary, if it is used on more offensive teams it can be played aggressively by switching in more often to ensure no entry hazards are not bounced off the field.

Team Options
========

Pokemon that don't appreciate entry hazards and status moves such as Kingler and Oricorio-G appreciate Natu's ability to deflect them, set up Reflect, or cripple opposing Pokemon with Thunder Wave.(AP) as this This allows these Pokemon them to set up or perform their roles much efficiently, for example, Oricorio-G can attack Skuntank with a Z-Move straightaway under the protection of Reflect. A VoltTurn core can be formed with the likes of Mesprit and Eelektross to create generate (this change is more subjective, I'm just tired of create when you discuss momentum) more momentum and allow Natu and its other teammates to switch in more reliably,(RC).(AP) Mesprit additionally can also setup set up Stealth Rock to further assist the team. Dark-types such as Absol and Skuntank are very dangerous towards Natu as they carry a STAB Knock Off and Pursuit,(AC) respectively,(AC) the latter which can cripple Natu's bulk and trap it,(RC) respectively. 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,(RC) but can either remove hazards with Defog in case Natu was unable to keep them off the field or cripple switch-ins(AH) like Regirock with Toxic, making it easier for Natu to stall it out. Gastrodon can also spread Toxic, and in turn,(AC) 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 as well as they are able to take care of threatening Ghost-types such as Oricorio-G and Haunter,(RC).(AP) Skuntank can also as a backup Defogger in case Natu was unable to bounce any entry hazards. Ground-types such as Torterra and Golurk can also take care of threatening Electric-types such as Alolan Raichu and Togedemaru while also being able to set up entry hazards and spinblock, respectively. However, Gastrodon and Torterra lose to Alolan Raichu's +2 boosted Z-Focus Blast. 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 can also being able to check Dark-types while and the latter sets being able to up entry hazards to further help Natu, although these two can be defeated by one of Natu's best check checks,(AC) Spiritomb. Special walls such as Audino and Type: Null can take care of powerful special attackers such as Pyroar and Drampa,(AC) which target Natu's weaker Special Defense. Natu pairs well with Pyukumuku on defensively-inclined teams, (AC) as its ability Unaware allows it to deal with setup sweepers,(RC).(AP) it It can also deal with CroTomb Calm Mind Spiritomb by using Spite. In return, Pyukumuku appreciates Natu's ability to deflect Toxic and Taunt. Furthermore, Natu can also assist the stalling stall teams by setting up Reflect to reduce physical damage and to further irk annoy the opposing team. Lastly, checks to deal with the specifically threatening Spirtomb are helpful,(AC) as without Pokemon such as Clefairy and Mawile, (as without Clefairy or Mawile what? Natu has a much more difficult matchup? something along those lines? end that sentence with a period.)it It (new sentence) 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,(AC) as and its main moves are usually too important to discard,(RC);(ASC) however, Natu can run Toxic in the third moveslot as an alternative option to combat special walls that can switch into Psychic,(AC) but it can be generally used against any bulky Pokemon as well. However, faster threats to cripple with Thunder Wave and being able to set up Reflect is are (the conjunction "and" means we have a plural subject for the verb "are.") much more important than dealing with special walls,(AC) 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 since it deals 4x damage, and other Rock-, Dark-, and Steel-types,(AC) which leaves them more vulnerable to Natu's teammates,(RC);(ASC) however, Natu's current moveset is much more consistent in complimenting complementing its role as a Magic Bouncer. Feather Dance is an alternative option to Reflect,(AC) as it sacrifices the ability to cripple Regirock and do better against Spiritomb by lowering its Attack to avoid taking much damage from Pursuit,(RC);(ASC) 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 it with Knock Off Natu without any difficulty,(AC) although they might mind 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 as its ability Infiltrator allows it to deal max 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 that do a lot of damage.(Implied?) Alolan Raichu and Togedemaru specifically make great checks as they can both resist Psychic while also being immune to Thunder Wave,(AC) although the former takes significant damage from U-turn if it is hit on the switch in.

**Rock-types**: Although Natu can tank Regirock with the help of Reflect, more offensively orientated 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 Probobass and Aggron resist Psychic and usually don't mind Thunder Wave,(AC) which means they usually force Natu out or use Rock-type coverage to take it out. Steel-types can also set up entry hazards once they've forced Natu out,(AC) 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, respectively. Oriocorio-G can also use Natu as set up fodder with Substitute to block Thunder Wave.

**Powerful attackers**: Powerful attackers such as Kingler, Pyroar, Stoutland, and Swanna can take Natu out easily due to its struggling bulk, although Thunder Wave can threaten them in return as most do not appreciate being paralyzed.

**Knock Off**: Knock Off is a serious problem for Natu because it can remove its Eviolite,(AC) which allows it to function reliably as a Magic Bouncer while also improving what little bulk it has. 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,(AC) it would not be able to deter them aside from Thunder Wave,(AC) which they need to be careful with,(AC) but otherwise,(AC) they can switch in and OHKO Natu instantly if it doesn't switch.

Conni, be sure to remove all other mentions of Stoutland
martha if you or another member of the GP team would care to do an evaluation of this one, that would be great.
 
Last edited:

Conni

katharsis
Hi, this is an Amateur GP Check, so only Implement What You Want
ADD REMOVE (COMMENTS)

[OVERVIEW]

With a A great ability in Magic Bounce,(AC) grants Natu carves itself an effective niche in the PU metagame.(AP) as As the only Pokemon in the tier that has access to the ability,(AC) which means it can Natu is able to deflect entry hazards and status moves such as Will-O-Wisp and Taunt (You mention hazards and status moves and give two examples of status moves. I would change Taunt to Stealth Rock and then put Will-o-Wisp second). Natu has a great utility movepool which complements its role as a defensive Magic Bouncer Bounce user, its movepool includes including options such as U-turn, Reflect, and a reliable recovery option in Roost. Natu, however, has a rather poor defensive typing,(AC) and as it is easily targeted by common Dark-, Ice-, Rock-, and Electric-types such as Spiritomb, Aurorus, and Eelektross. Natu cannot switch into all entry hazards,(AC) as some setters like Aggron can be a problem if they predict Natu switching into them,(RC);(ASC) therefore,(AC) mind games are usually played by Natu to keep entry hazards away from the field consistently by keeping the opponent guessing if Natu decides to switch is switching in or not. Aside from Reflect to help it, 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 such as Kingler, Lycanroc, and Pyroar, with the latter especially 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 severely hinders its survivability longevity. Despite Natu's typing, it makes for a terrible Fighting-type check 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 Stoutland(Remove Stoutland from this list, it's like heading to NU next month, and several of the other analyses are following suit.), 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 with for adequate and consistent damage,(AC) which can wear opponents 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 combat Fighting- and Poison-types such as Gurdurr and Weezing super effectively, especially the latter as it sets up Toxic Spikes which Natu can block against (Try not to end sentences with prepositions). U-turn allows Natu to pivot, which allows it to create creates momentum and escape escapes threatening situations where it can send in a teammate to deal with the opposing check or counter. Reflect acts as a stalling option Natu can use against more passive entry hazard setters such as Regirock, as this which can be used in conjunction with Roost which takes away Natu's Flying typing and reduces to reduce Rock-type damage effectively and allowing allow (same verb tense as "use" and "force") it to stall out and force out said Pokemon. It 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,(AC) as then Natu's teammates can take care of these Pokemon with less difficulty and allow Natu to do perform its job more safely. In general, Roost also acts as a useful recovery option Natu can use in situations such as switching into entry hazards to force a switch,(AC) so it can increase its longevity.

Set Details
========

Investment in of 248 HP and 244 Def EVs in conjunction with an Eviolite and a Bold nature allow Natu to become significantly bulkier,(AC) which allows helps it to avoid a 2HKO from a Jolly Skunktank's Crunch after taking the first before setting up Reflect(reword this last bit). Natu's Speed EVs allow it to outspeed most Rock-types such as Carracosta, which allows Natu to cripple it them (The object of the sentence is plural Rock-types, not singular Carracosta.) with Thunder Wave before it they can attack or set up. 0 Atk IVs allow Natu to take minimal damage from Foul Play from the likes of Spiritomb and Sableye. Natu's niche ability in Magic Bounce allows it to bounce opposing entry hazards and status moves like Toxic and Taunt as they are being set,(RC) this and helps Natu's teammates do their jobs more efficiently.

Usage Tips
========

Natu should generally switch into predicted entry hazards and status moves to prevent them from being set,(AC) and bouncing them back to the opponent's team. Natu can also do this to a certain extent without even being present as the opponent will think twice about using an entry hazard setting move setting entry hazards or a inducing status,(AC) move as they are unsure if Natu would will (think is present tense, will needs to be present tense.) switch in or not. However, one important thing to importantly look for is when Natu is switching in to deflect entry hazards or status moves, as it needs to be extremely careful of being predicted to switch in.(AP) and Natu does not want to get hit by a super effective coverage move such as Knock Off from Pokemon like Mesprit or Clefairy, which can deter it from switching in due to its poor bulk. Natu should use Thunder Wave to cripple faster switch-ins early-game such as Articuno and Lycanroc,(AC) which makes making them more vulnerable to be taken care of later by Natu's offensive teammates. U-turn should be generally used by Natu to avoid threatening situations such as if it is used on a Pursuit trapper and also create momentum by allowing a teammate to switch in and check the Pokemon causing the threatening situation for Natu. Natu can use Reflect in conjunction with Roost to stall out and take less damage against more passive entry hazard setters such as Regirock to forces switches and create opportunities,(RC).(AP) Reflect can also be used to take less damage from Pursuit unless if its 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 pivots pivot,(RC);(ASC) however on the contrary, if it is used on more offensive teams it can be played aggressively by switching in more often to ensure no entry hazards are not bounced off the field.

Team Options
========

Pokemon that don't appreciate entry hazards and status moves such as Kingler and Oricorio-G appreciate Natu's ability to deflect them, set up Reflect, or cripple opposing Pokemon with Thunder Wave.(AP) as this This allows these Pokemon them to set up or perform their roles much efficiently, for example, Oricorio-G can attack Skuntank with a Z-Move straightaway under the protection of Reflect. A VoltTurn core can be formed with the likes of Mesprit and Eelektross to create generate (this change is more subjective, I'm just tired of create when you discuss momentum) more momentum and allow Natu and its other teammates to switch in more reliably,(RC).(AP) Mesprit additionally can also setup set up Stealth Rock to further assist the team. Dark-types such as Absol and Skuntank are very dangerous towards Natu as they carry a STAB Knock Off and Pursuit,(AC) respectively,(AC) the latter which can cripple Natu's bulk and trap it,(RC) respectively. 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,(RC) but can either remove hazards with Defog in case Natu was unable to keep them off the field or cripple switch-ins(AH) like Regirock with Toxic, making it easier for Natu to stall it out. Gastrodon can also spread Toxic, and in turn,(AC) 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 as well as they are able to take care of threatening Ghost-types such as Oricorio-G and Haunter,(RC).(AP) Skuntank can also as a backup Defogger in case Natu was unable to bounce any entry hazards. Ground-types such as Torterra and Golurk can also take care of threatening Electric-types such as Alolan Raichu and Togedemaru while also being able to set up entry hazards and spinblock, respectively. However, Gastrodon and Torterra lose to Alolan Raichu's +2 boosted Z-Focus Blast. 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 can also being able to check Dark-types while and the latter sets being able to up entry hazards to further help Natu, although these two can be defeated by one of Natu's best check checks,(AC) Spiritomb. Special walls such as Audino and Type: Null can take care of powerful special attackers such as Pyroar and Drampa,(AC) which target Natu's weaker Special Defense. Natu pairs well with Pyukumuku on defensively-inclined teams, (AC) as its ability Unaware allows it to deal with setup sweepers,(RC).(AP) it It can also deal with CroTomb Calm Mind Spiritomb by using Spite. In return, Pyukumuku appreciates Natu's ability to deflect Toxic and Taunt. Furthermore, Natu can also assist the stalling stall teams by setting up Reflect to reduce physical damage and to further irk annoy the opposing team. Lastly, checks to deal with the specifically threatening Spirtomb are helpful,(AC) as without Pokemon such as Clefairy and Mawile, (as without Clefairy or Mawile what? Natu has a much more difficult matchup? something along those lines? end that sentence with a period.)it It (new sentence) 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,(AC) as and its main moves are usually too important to discard,(RC);(ASC) however, Natu can run Toxic in the third moveslot as an alternative option to combat special walls that can switch into Psychic,(AC) but it can be generally used against any bulky Pokemon as well. However, faster threats to cripple with Thunder Wave and being able to set up Reflect is are (the conjunction "and" means we have a plural subject for the verb "are.") much more important than dealing with special walls,(AC) 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 since it deals 4x damage, and other Rock-, Dark-, and Steel-types,(AC) which leaves them more vulnerable to Natu's teammates,(RC);(ASC) however, Natu's current moveset is much more consistent in complimenting complementing its role as a Magic Bouncer. Feather Dance is an alternative option to Reflect,(AC) as it sacrifices the ability to cripple Regirock and do better against Spiritomb by lowering its Attack to avoid taking much damage from Pursuit,(RC);(ASC) 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 it with Knock Off Natu without any difficulty,(AC) although they might mind 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 as its ability Infiltrator allows it to deal max 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 that do a lot of damage.(Implied?) Alolan Raichu and Togedemaru specifically make great checks as they can both resist Psychic while also being immune to Thunder Wave,(AC) although the former takes significant damage from U-turn if it is hit on the switch in.

**Rock-types**: Although Natu can tank Regirock with the help of Reflect, more offensively orientated 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 Probobass and Aggron resist Psychic and usually don't mind Thunder Wave,(AC) which means they usually force Natu out or use Rock-type coverage to take it out. Steel-types can also set up entry hazards once they've forced Natu out,(AC) 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, respectively. Oriocorio-G can also use Natu as set up fodder with Substitute to block Thunder Wave.

**Powerful attackers**: Powerful attackers such as Kingler, Pyroar, Stoutland, and Swanna can take Natu out easily due to its struggling bulk, although Thunder Wave can threaten them in return as most do not appreciate being paralyzed.

**Knock Off**: Knock Off is a serious problem for Natu because it can remove its Eviolite,(AC) which allows it to function reliably as a Magic Bouncer while also improving what little bulk it has. 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,(AC) it would not be able to deter them aside from Thunder Wave,(AC) which they need to be careful with,(AC) but otherwise,(AC) they can switch in and OHKO Natu instantly if it doesn't switch.

Conni, be sure to remove all other mentions of Stoutland
martha if you or another member of the GP team would care to do an evaluation of this one, that would be great.
Implemented, thank you!
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[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 status moves such as Stealth Rock and Will-O-Wisp,(RC) respectively. Natu has a great utility movepool which that complements its role as a defensive Magic Bounce user, including options such as U-turn, Reflect, and a 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 hazards hazard setters (Aggron is not an entry hazard), 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 especially 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 (parallelism) severely hinders its longevity. Despite Natu's typing, it makes for a terrible Fighting-type check because Fighting-types such as Gurdurr and Throh are able to take any of Natu's moves once and retaliate with Knock Off,(AC) 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 opponents 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 combat Fighting- and Poison-types such as Gurdurr and Weezing super effectively, especially the latter,(AC) as it sets up Toxic Spikes which Natu can block Weezing's Toxic Spikes. U-turn allows Natu to pivot, which creates momentum and escapes 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 Natu can use against more passive entry hazard setters such as Regirock,(RC) which and can be used in conjunction with Roost to reduce Rock-type damage effectively and allow it to stall out and force out said Pokemon. It Reflect also helps Natu take less damage from all Pursuit users bar Spiritomb,(AC) 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 also acts as a useful recovery option Natu can use to increase its longevity in situations such as switching into entry hazards to force a switch,(RC) so it can increase its longevity.

Set Details
========

Investment of 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 a Jolly Skunktank'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 (I would add another example since you said "Rock-types"), which allows lets Natu to 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. Natu's niche ability in Magic Bounce allows it enables Natu (repetition of "allows")to bounce back opposing entry hazards and status moves like Toxic and Taunt as they are being set and helps Natu's teammates do their jobs more efficiently.

Usage Tips
========

Natu should generally switch into predicted entry hazards and status moves to prevent them from being set,(RC) bouncing and bounce them back to the opponent's team. Natu can also do this to a certain extent without even being present;(SC) as the opponent will think twice about setting entry hazards or inducing status, as they are 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 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 or 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 such as Articuno and Lycanroc, making them more vulnerable to Natu's offensive teammates. U-turn should generally be generally used by Natu to avoid threatening situations,(AC) such as if it is used using it on a Pursuit trapper,(AC) and also create momentum by allowing a teammate to switch in and check the Pokemon causing the threatening situation for Natu. Natu can use Reflect in conjunction with Roost to stall out and take less damage against from more passive entry hazard setters such as Regirock to forces 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,(AC) 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 status moves such as Kingler and Oricorio-G appreciate value Natu's ability to deflect them, set up Reflect, or and cripple opposing Pokemon with Thunder Wave. This allows them these Pokemon to set up or perform their roles much more efficiently,(RC);(SC) for example, Oricorio-G can attack Skuntank with a Z-Move straightaway 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 additionally can also ("additionally can also" is redundant) set up Stealth Rock to further assist the team. Dark-types such as Absol and Skuntank are very dangerous towards Natu,(AC) as they carry STAB Knock Off and Pursuit, respectively, and the latter which can cripple hinder Natu's bulk and trap 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 it them (this refers to "switch-ins", which is plural) out. Gastrodon can also spread Toxic,(RC).(period) and 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,(AC) since as well as 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 any entry hazards. Ground-types such as Torterra and Golurk can also (nothing was previously mentioned about them) take care of threatening Electric-types such as Alolan Raichu and Togedemaru while also being able to set up entry hazards and spinblock, respectively. However, Gastrodon and Torterra lose to Alolan Raichu's +2 boosted Z-Focus Blast. (this is unrelated to Natu's matchup against Alolan Raichu) 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 being able to check Dark-types and the latter being able to set up entry hazards to further help Natu, although these two can be defeated by 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-(RH)inclined ("defensively" is an adverb, so it's already modifying "inclined" and thus no hyphen is needed) 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 also ("Furthermore" and "also" is redundant) assist stall teams by setting up Reflect to reduce physical damage and to further annoy the opposing team. Lastly, Pokemon such as Clefiary Clefairy and Mawile are appreciated,(AC) as they can check the specifically threatening Spirtomb. It should be noted,(AC) though,(AC) 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 to cripple 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 since it deals 4x damage,(RC) and 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 Bouncer Bounce user. Feather Dance is an alternative option to Reflect, as it sacrifices sacrificing the ability to cripple better deal with Regirock and do 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 it Natu with Knock Off Natu without any difficulty, although they might mind dislike Thunder Wave. Dark-type Pursuit trappers such as Skuntank and Spiritomb are also threatening,(AC) as they can outspeed, trap, and KO Natu very easily. Spiritomb is especially threatening,(AC) since as 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,(AC) as they can both resist Psychic while also being and are immune to Thunder Wave, although the former takes significant damage from U-turn if it is hit on the switch in.

**Rock-types**: Although Natu can tank Regirock with the help of Reflect, more offensively orientated 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 Probobass Probopass and Aggron resist Psychic and usually don't mind Thunder Wave, which means they usually can force Natu out or use Rock-type coverage to take it out. 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,(AC) as they can set up on it or KO it with a Ghost-type STAB move,(RC) respectively. Oriocorio-G can also use Natu as set up 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 struggling mediocre bulk, although Thunder Wave can threaten them in return as most of them do not appreciate being paralyzed by Thunder Wave.

**Knock Off**: Knock Off is a serious problem for Natu because it can remove its due to it removing Eviolite, which allows it to function reliably as a Magic Bounce user while also improving what little bulk it has hinders Natu's bulk and functionality as a Magic Bounce user. Knock Off is notably a common coverage or utility move,(AC) 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.
GP 1/2


Aaronboyer you asked for a GPer to go over your check, but it was implemented. I briefly commented on your changes below in green. If you have any questions PM me on discord, since I didn't go through every change.
[OVERVIEW]

With a A great ability in Magic Bounce,(AC) grants Natu carves itself an effective niche in the PU metagame.(AP) (tbh the original sentence was fine) as As the only Pokemon in the tier that has access to the ability,(AC) which means it can Natu is able to deflect entry hazards and status moves such as Will-O-Wisp and Taunt (You mention hazards and status moves and give two examples of status moves. I would change Taunt to Stealth Rock and then put Will-o-Wisp second) (yes, good change). Natu has a great utility movepool which complements its role as a defensive Magic Bouncer Bounce user, its movepool includes including options such as U-turn, Reflect, and a reliable recovery option (keeping this would've been correct) in Roost. Natu, however, has a rather poor defensive typing,(AC) and as it is easily targeted by common Dark-, Ice-, Rock-, and Electric-types such as Spiritomb, Aurorus, and Eelektross. Natu cannot switch into all entry hazards,(AC) as some setters like Aggron can be a problem if they predict Natu switching into them,(RC);(ASC) therefore,(AC) (good change. recognizing this is very helpful!!) mind games are usually played by Natu to keep entry hazards away from the field consistently by keeping the opponent guessing if Natu decides to switch is switching in or not. Aside from Reflect to help it, 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 such as Kingler, Lycanroc, and Pyroar, with the latter especially 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 severely hinders its survivability longevity (survivability was fine). Despite Natu's typing, it makes for a terrible Fighting-type check 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 Stoutland(Remove Stoutland from this list, it's like heading to NU next month, and several of the other analyses are following suit.), 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 with for adequate and consistent damage,(AC) which can wear opponents 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 combat Fighting- and Poison-types such as Gurdurr and Weezing super effectively, especially the latter as it sets up Toxic Spikes which Natu can block against (Try not to end sentences with prepositions) (yeah technically it's best not to, but nowadays this is less and less of a "rule" even in real grammar, and GP is fine with ending sentences with prepositions. Sometimes it makes sentences more awkward e.g. "What did you step on?" vs "On what did you step?"). U-turn allows Natu to pivot, which allows it to create creates momentum and escape escapes (Natu is the one escaping, not pivoting. I changed this in my check) threatening situations where it can send in a teammate to deal with the opposing check or counter. Reflect acts as a stalling option Natu can use against more passive entry hazard setters such as Regirock, as this which can be used in conjunction with Roost which takes away Natu's Flying typing and reduces to reduce Rock-type damage effectively and allowing allow (same verb tense as "use" and "force") (yup) it to stall out and force out said Pokemon. It 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,(AC) as then Natu's teammates can take care of these Pokemon with less difficulty and allow Natu to do perform its job more safely. In general, Roost also acts as a useful recovery option Natu can use in situations such as switching into entry hazards to force a switch,(AC) so (there wouldn't be a comma here actually. If "so" is being used to mean "therefore", then a comma precedes it. If "so" is being used to mean essentially "with the aim/goal that", then there wouldn't be a comma. This "so" is the latter definition, so [<- look another example of this lol] no comma) it can increase its longevity.

Set Details
========

Investment in of 248 HP and 244 Def EVs in conjunction with an Eviolite and a Bold nature allow Natu to become significantly bulkier,(AC) which allows helps it to avoid a 2HKO from a Jolly Skunktank's Crunch after taking the first before setting up Reflect(reword this last bit). Natu's Speed EVs allow it to outspeed most Rock-types such as Carracosta, which allows Natu to cripple it them (The object of the sentence is plural Rock-types, not singular Carracosta.) (yes great change) with Thunder Wave before it they can attack or set up. 0 Atk IVs allow Natu to take minimal damage from Foul Play from the likes of Spiritomb and Sableye. Natu's niche ability in Magic Bounce allows it to bounce opposing entry hazards and status moves like Toxic and Taunt as they are being set,(RC) this and helps Natu's teammates do their jobs more efficiently.

Usage Tips
========

Natu should generally switch into predicted entry hazards and status moves to prevent them from being set,(AC) and bouncing them back to the opponent's team. Natu can also do this to a certain extent without even being present as the opponent will think twice about using an entry hazard setting move setting entry hazards or a inducing status,(AC) move as they are unsure if Natu would will (think is present tense, will needs to be present tense.) switch in or not. However, one important thing to importantly look for is when Natu is switching in to deflect entry hazards or status moves, as it needs to be extremely careful of being predicted to switch in.(AP) and Natu does not want to get hit by a super effective coverage move such as Knock Off from Pokemon like Mesprit or Clefairy, which can deter it from switching in due to its poor bulk. Natu should use Thunder Wave to cripple faster switch-ins early-game such as Articuno and Lycanroc,(AC) which makes making (so far all of these changes have been excellent) them more vulnerable to be taken care of later by Natu's offensive teammates. U-turn should be generally used by Natu to avoid threatening situations such as if it is used on a Pursuit trapper and also create momentum by allowing a teammate to switch in and check the Pokemon causing the threatening situation for Natu. Natu can use Reflect in conjunction with Roost to stall out and take less damage against (should be "from") more passive entry hazard setters such as Regirock to forces switches and create opportunities,(RC).(AP) Reflect can also be used to take less damage from Pursuit unless if its 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 pivots pivot,(RC);(ASC) however on the contrary, if it is used on more offensive teams it can be played aggressively by switching in more often to ensure no entry hazards are not bounced off the field. (good changes in this sentence!)

Team Options
========

Pokemon that don't appreciate entry hazards and status moves such as Kingler and Oricorio-G appreciate Natu's ability to deflect them, set up Reflect, or cripple opposing Pokemon with Thunder Wave.(AP) as this This allows these Pokemon them to set up or perform their roles much efficiently, for example, Oricorio-G can attack Skuntank with a Z-Move straightaway under the protection of Reflect. A VoltTurn core can be formed with the likes of Mesprit and Eelektross to create generate (this change is more subjective, I'm just tired of create when you discuss momentum) (ok) more momentum and allow Natu and its other teammates to switch in more reliably,(RC).(AP) Mesprit additionally can also setup set up Stealth Rock to further assist the team. Dark-types such as Absol and Skuntank are very dangerous towards Natu as they carry a STAB Knock Off and Pursuit,(AC) respectively,(AC) the latter which can cripple Natu's bulk and trap it,(RC) respectively. 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,(RC) (I've seen multiple instances of your changes that are like this. You recognize the difference between dependent and independent clauses, which is super important so gj) but can either remove hazards with Defog in case Natu was unable to keep them off the field or cripple switch-ins(AH) like Regirock with Toxic, making it easier for Natu to stall it out. Gastrodon can also spread Toxic, and in turn,(AC) 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 as well as they are able to take care of threatening Ghost-types such as Oricorio-G and Haunter,(RC).(AP) Skuntank can also as a backup Defogger in case Natu was unable to bounce any entry hazards. Ground-types such as Torterra and Golurk can also take care of threatening Electric-types such as Alolan Raichu and Togedemaru while also being able to set up entry hazards and spinblock, respectively. However, Gastrodon and Torterra lose to Alolan Raichu's +2 boosted Z-Focus Blast. 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 can also being able to check Dark-types while and the latter sets being able to (forgot the word "set") up entry hazards to further help Natu, although these two can be defeated by one of Natu's best check checks,(AC) Spiritomb. Special walls such as Audino and Type: Null can take care of powerful special attackers such as Pyroar and Drampa,(AC) which target Natu's weaker Special Defense. Natu pairs well with Pyukumuku on defensively-inclined teams, (AC) (no hyphen!! "Defensively" is an adverb, so it's already modifying "inclined" and no hyphen is needed) as its ability Unaware allows it to deal with setup sweepers,(RC).(AP) it It can also deal with CroTomb Calm Mind Spiritomb by using Spite. In return, Pyukumuku appreciates Natu's ability to deflect Toxic and Taunt. Furthermore, Natu can also assist the stalling stall teams by setting up Reflect to reduce physical damage and to further irk annoy the opposing team. Lastly, checks to deal with the specifically threatening Spirtomb are helpful,(AC) as without Pokemon such as Clefairy and Mawile, (as without Clefairy or Mawile what? Natu has a much more difficult matchup? something along those lines? end that sentence with a period.) (good job questioning the writer) it It (new sentence) 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,(AC) as and its main moves are usually too important to discard,(RC);(ASC) however, Natu can run Toxic in the third moveslot as an alternative option to combat special walls that can switch into Psychic,(AC) but it can be generally used against any bulky Pokemon as well. However, faster threats to cripple with Thunder Wave and being able to set up Reflect is are (the conjunction "and" means we have a plural subject for the verb "are.") (very good catch!) much more important than dealing with special walls,(AC) 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 since it deals 4x damage, and other Rock-, Dark-, and Steel-types,(AC) which leaves them more vulnerable to Natu's teammates,(RC);(ASC) however, Natu's current moveset is much more consistent in complimenting complementing (yes. this error happens a lot too) its role as a Magic Bouncer. Feather Dance is an alternative option to Reflect,(AC) as it sacrifices the ability to cripple Regirock and do better against Spiritomb by lowering its Attack to avoid taking much damage from Pursuit,(RC);(ASC) 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 it with Knock Off Natu without any difficulty,(AC) (good) although they might mind 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 as its ability Infiltrator allows it to deal max 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 that do a lot of damage.(Implied?) (yeah it is implied and this is not needed anyway) Alolan Raichu and Togedemaru specifically make great checks as they can both resist Psychic while also being immune to Thunder Wave,(AC) although the former takes significant damage from U-turn if it is hit on the switch in.

**Rock-types**: Although Natu can tank Regirock with the help of Reflect, more offensively orientated 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 Probobass and Aggron resist Psychic and usually don't mind Thunder Wave,(AC) which means they usually force Natu out or use Rock-type coverage to take it out. Steel-types can also set up entry hazards once they've forced Natu out,(AC) 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, respectively. Oriocorio-G can also use Natu as set up fodder with Substitute to block Thunder Wave.

**Powerful attackers**: Powerful attackers such as Kingler, Pyroar, Stoutland, and Swanna can take Natu out easily due to its struggling bulk, although Thunder Wave can threaten them in return as most do not appreciate being paralyzed.

**Knock Off**: Knock Off is a serious problem for Natu because it can remove its Eviolite,(AC) which allows it to function reliably as a Magic Bouncer while also improving what little bulk it has. 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,(AC) it would not be able to deter them aside from Thunder Wave,(AC) which they need to be careful with,(AC) but otherwise,(AC) they can switch in and OHKO Natu instantly if it doesn't switch.
 
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A Cake Wearing A Hat

moist and crusty
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[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 Fighting-type 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 combat 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 and 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 allows allow Natu to become significantly bulkier, which helps it avoid a 2HKO from Jolly Skunktank's 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 Natu 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 (entry hazards are 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 set 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 inducing status 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 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 forces force switches. Reflect can also be used to take less damage from Pursuit, (AC) 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 and trap 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 any 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 and 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
===================
(linebreak)
**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 orientated 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.

2/2 good
 

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