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Budew

In-battle formes

HP:40
Attack:30
Defense:35
Sp. Atk:50
Sp. Def:70
Speed:55
Min (-ve nature, 0 IVs)9
Default12
Max Neutral15
Max Positive16
Max Neutral (+1)22
Max Positive (+1)24
Max Neutral (+2)30
Max Positive (+2)32
Little Cup
Spikes12

Evolutions

Strategies

  • en
Formats:
  • LC

This analysis is very outdated and may no longer reflect the current metagame.

Written by sensible

Overview

When one looks at Budew, the first thing that comes to mind is how cute it is with its endearing sleepy eyes and adorable petite stature. But take one look at its stats, and that love quickly turns into disappointment. However, with great assets such as Spikes, Stun Spore, Leaf Storm, and Natural Cure, backed up by an efficient stat distribution, Budew can make quite a splash in Little Cup. Although it does suffer from frailty issues, Budew can be somewhat decent if it is backed up by good teammates and used correctly.

Spikes

Move 1
  • Spikes
    Hurts grounded foes on switch-in. Max 3 layers.
    TypeGround
Move 2
  • Energy Ball
    10% chance to lower the target's Sp. Def by 1.
    TypeGrass
    CategorySpecial
    Power80 BP
    Accuracy100%
  • Sludge Bomb
    30% chance to poison the target.
    TypePoison
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 3
Move 4
  • Rest
    User sleeps 2 turns and restores HP and status.
    TypePsychic

Budew is one of the select few Pokemon in Little Cup that can set up Spikes. Unlike some of the other Spikers in Little Cup, Budew possesses good typing and bulk, as well as decent Speed, which allows it to set up effectively. Budew's access to Natural Cure allows it to adopt a sort of Spike-and-run strategy; it does this by Spiking as much as it can, Resting off any damage, and then switching out, recovering from sleep automatically due to Natural Cure. However, Budew isn't limited solely to providing entry hazard support: it also has access to Stun Spore and sports resistances to common attacking types in Little Cup, such as Water and Fighting. Using these tools, Budew can easily spread paralysis throughout the opposing team and deal good damage with either of its STAB moves of choice.

Both Energy Ball and Sludge Bomb are viable options for the second moveslot. Energy Ball provides Budew with a reliable STAB move that possesses decent super effective coverage on the many Ground-, Rock-, and Water-types that inhabit Little Cup. Sludge Bomb, on the other hand, provides better neutral coverage and has higher Base Power. Stun Spore allows Budew to cripple its counters and either KO them with its STAB move of choice or switch to an appropriate counter. Sleep Powder may be tempting to include in the set in Stun Spore's place, but it is illegal in conjunction with Spikes. Rest is the icing on the cake; Rest paired with Natural Cure provides Budew with a reliable recovery move that restores all of its health with no real drawbacks besides the necessity of switching out.

This set can also work well as a lead. However, if Budew isn't in the lead position, then it can switch in and set up on a variety of Choiced Pokemon such as Choice Scarf Mankey or Machop and Choice Band Remoraid. It can also set up on some variants of Chinchou that lack Ice Beam, as well as Croagunk that lack Ice Punch. Rest allows for a larger margin of error when using Budew, as you can fully heal Budew's health and switch out when it's badly hurt; however, Budew cannot endure attacks from hard-hitting Pokemon for long, so you must play cautiously in order to preserve it. Duskull makes for a great partner as it blocks Rapid Spin and is immune to Normal- and Ground-type assaults. It also deals with Gligar effectively, which would otherwise trouble Budew.

Budew's Stun Spore allows it to cripple the fast sweepers that it lures, such as Houndour, Ponyta, Gligar, and Diglett. Slow, hard-hitting Pokemon such as Aron and Omanyte enjoy having these Pokemon paralyzed, and therefore make effective partners. Water-type Pokemon like Chinchou also pair well with Budew as they provide an answer to Fire-types. Chinchou, thanks to its strong STAB Thunderbolt, also has the bonus of being able to deal with opposing Water-types that sport Ice Beam.

Although what is listed above is generally the most effective way to utilize Budew, there are a couple of other options. A Bold nature is advised on this set because it augments Budew's Defense stat, allowing Budew to switch in on physical Fighting-type moves more reliably; however, a Calm nature is a perfectly viable choice as it allows Budew to take special hits even better. Although Stun Spore is a great support move, it can be switched out for Sludge Bomb if you wish for Budew to have a reliable secondary STAB, Shadow Ball if you want Budew to be able to quickly deal with Ghost-types like Gastly, or Hidden Power Ice if you wish for Budew to deal with Gligar. An alternative EV spread of 196 HP / 36 SpA / 36 SpD / 236 Spe with a Calm or Bold nature can be used in lieu of the one above in order to capitalize on Budew's above-average Speed stat. Running 236 Speed EVs with a neutral nature gives Budew 15 Speed, allowing it to surpass the cluttered 14 Speed benchmark. If you wish to utilize Budew in the lead position, then this EV spread is usually a superior choice than the one displayed in the set.

Other Options

Budew doesn't really have many other options besides the ones listed above. A Life Orb set with three attacks and Rest is an option, but Budew's frailty usually lets it down. Synthesis is an option over Rest on the Spikes set, but it is usually a bad idea since it only heals 25% of Budew's health in rain, which is fairly common in Little Cup. Although Budew also has access to Swords Dance, it lacks the Attack stat and the physical movepool to abuse it.

Checks and Counters

Although Budew is easily countered, it is still fairly hard to switch into due to its access to Stun Spore and Sleep Powder. However, if you can avoid the potential status ailments, Fire-types like Ponyta and Houndour can easily take care of Budew with their STAB attacks, despite taking a hefty amount of damage from Sludge Bomb. Gligar with Aerial Ace also counters Budew easily.

Diglett is Budew's worst nightmare if it manages to switch in while Budew is using Rest. Due to its ability, Arena Trap, Diglett can prevent Budew from switching out, effectively making it a sitting duck. Munchlax doesn't mind paralysis and can easily tank most of Budew's attacks while KOing Budew with its STAB move of choice. Offensively oriented Water-types that pack Ice Beam also cause Budew trouble, but are hit super effectively by Budew's STAB and therefore are not notable threats. Strong Psychic-type attacks from the likes of Abra and friends utterly destroy Budew; however, most Psychic-type Pokemon abhor paralysis and are OHKOed or 2HKOed by either of Budew's STABs. Grimer and Croagunk resist both of Budew's STABs and can heavily damage it if they pack super effective coverage moves like Fire Punch and Ice Punch.

Credits

Moves

 
Power
20
Accuracy
100%
PP
25
User recovers 50% of the damage dealt.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
10
Accuracy
100%
PP
30
Hits 2-5 times in one turn.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
85%
PP
40
Lowers the target's Speed by 2.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
80
Accuracy
100%
PP
30
10% chance to make the target flinch.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
60
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
40
Raises the user's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
140
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
40
Accuracy
100%
PP
15
User recovers 50% of the damage dealt.
 
Power
Accuracy
PP
5
User's next move will not miss the target.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
14
Accuracy
85%
PP
20
Hits 2-5 times in one turn.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
55
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
75%
PP
15
Causes the target to fall asleep.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
20
Hurts grounded foes on switch-in. Max 3 layers.
 
Power
Accuracy
75%
PP
30
Paralyzes the target.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
30
Raises the user's Attack by 2.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
50
Accuracy
100%
PP
10
Lasts 3-6 turns. Active Pokemon cannot sleep.
 
Power
Accuracy
PP
15
Weakens Fire-type attacks to 1/2 their power.
 
Power
Accuracy
100%
PP
10
The target's Ability becomes Insomnia.
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