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Exploud

In-battle formes

HP:104
Attack:91
Defense:63
Sp. Atk:91
Sp. Def:63
Speed:68
Min (-ve nature, 0 IVs)126
Default172
Max Neutral235
Max Positive258
Max Neutral (+1)352
Max Positive (+1)387
Max Neutral (+2)470
Max Positive (+2)516
UnderUsed
Mixed Attacker219
Substitute180

Evolutions

Strategies

  • en
Formats:
  • UU
Written by HART4FLOON and Aeron Ee1

Overview

Discounting the mighty Arceus, Exploud has (arguably) the best mixed attacking stats of any Normal-type in the game. With a diverse offensive movepool to match, Exploud would seem to be a very prominent wallbreaker in the metagame. To the contrary, however, he is not, for his attacking stats come at the expense of his defenses and Speed, and even his beefy base 104 HP isn't enough to save him in this regard. Normal STAB is also not that great, being resisted by a fair number of popular Pokemon, and being super effective against none. Regardless of these issues, Exploud makes a fine offensive Pokemon, and can really shine when given the right circumstances and support.

Mixed Attacker

Move 1
  • Return
    Max 102 power at maximum Happiness.
    TypeNormal
    CategoryPhysical
    Accuracy100%
Move 2
  • Earthquake
    Hits adjacent Pokemon. Power doubles on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 3
  • Crunch
    20% chance to lower the target's Defense by 1.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 4
  • Surf
    Hits adjacent Pokemon. Power doubles on Dive.
    TypeWater
    CategorySpecial
    Power95 BP
    Accuracy100%
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power95 BP
    Accuracy100%

Exploud's eloquent movepool backed up by his impressive mixed attacking stats allow him to put a dent on just about anything in UU with the right move. This set takes advantage of this quality to maximize Exploud's potential. Return is Exploud's most appropriate STAB move, having absolutely no drawbacks and sporting a very respectable Base Power. Earthquake covers those annoying Steel- and Rock-types that resist Return, while Crunch does the same for Ghost-types, who sport an immunity to Return. Having already achieved perfect coverage with those three moves, the fourth slot is for a leisure move more than anything else. Surf OHKOes Rhyperior, who would otherwise be able to take an Earthquake and retaliate, and does more damage to the likes of Steelix and Donphan as well. On the other hand, Ice Beam deals massive damage to Torterra and Altaria.

Life Orb gives Exploud the power he needs to achieve the KOs he does, which is why it's the recommended item here. As always, Leftovers is still a viable alternative for survivability. Low Kick has roughly the same coverage as Earthquake, but is only more powerful against Pokemon already covered by Surf or Ice Beam. The EVs maximize Attack and give Exploud enough speed to outpace positive-natured base 50s such as Aggron. The rest is then sprinkled into Special Attack to power up the fourth move.

Seeing as Exploud is an offensive Pokemon, entry hazards will be very helpful in improving his chances of success by passively weakening the opposition, securing KOs he may not have had otherwise. Claydol and Nidoqueen are great Pokemon for this, and they both can switch into the Fighting-type moves that Exploud fears. Paralysis support is also favorable for the slow Exploud, and it can be easily provided by an ample number of Pokemon; Rotom, Venusaur, and Uxie being just some of them. Finally, Pokemon that can take advantage of a weakened defensive team make great teammates, particularly those that attempt to set up and sweep late-game.

Substitute

Move 1
Move 2
  • Return
    Max 102 power at maximum Happiness.
    TypeNormal
    CategoryPhysical
    Accuracy100%
Move 3
  • Earthquake
    Hits adjacent Pokemon. Power doubles on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 4
  • Crunch
    20% chance to lower the target's Defense by 1.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%

Exploud's defenses aren't too great, but he has the movepool and attacking stats to threaten anything, making him more than capable of using Substitute to his advantage. While a mixed set is more comfortable dealing with defensive teams, Substitute Exploud can tear apart offensive teams with proper prediction. Return returns (pardon the pun) as the preferred STAB move, with good Base Power and no drawbacks, while Earthquake and Crunch cover everything that resists Return. Substitute is a given, and Leftovers help Exploud cope with the health loss from making Substitutes.

As for the given EV spread, Attack is maximized so that Exploud can deal as much damage as he possibly can. Then, HP is pumped so that Exploud can create 101 HP Substitutes, punishing foes that rely on Seismic Toss to deal damage, namely Chansey. The remainder is sent to Speed, conveniently allowing Exploud to outspeed all neutral nature base 40 Speed Pokemon, most notably Rhyperior. Some defensive Pokemon also tend to lurk around this Speed tier, however, so additional Speed EVs can be invested in order to outpace them as well. The benefits of a simple maximum Attack and maximum Speed spread are also there, so that's also an option, and so is everything in between, really. Low Kick and Hammer Arm make viable alternatives to Earthquake here, though Low Kick doesn't have consistent damage and Hammer Arm lowers Exploud's already barely-adequate Speed.

Entry hazard support is especially useful here because of the typical switch-causing effect of a Substitute set. Spikes are good for hitting the grounded targets that Exploud usually lures in, and they can be set up by Qwilfish, who resists Fighting. Special attackers such as Mismagius make great offensive teammates here because of their ability to bring out Registeel and Chansey, two Pokemon that Exploud can set up on with particular ease. The reverse is true in the case of Mismagius, who can easily set up on the kind of Pokemon that Exploud attracts.

Other Options

Exploud makes a fantastic Baton Pass recipient, as he has all the right stats and movepool to be one. He also has Soundproof to block out any attempts to Roar him out. A pass could come from either a chain, or from a Pokemon such as Gligar. Fire Blast and Flamethrower are good special attacks, but have rather redundant coverage alongside Earthquake. Going primarily special is an option, using Hyper Voice for STAB, and moves such as Surf, Fire Blast, Shadow Ball, and Focus Blast for coverage. Exploud's physical attacks are generally more powerful though. Choice sets are fine, but Exploud is generally too slow to pull one off effectively. Howl is an interesting move, but Exploud is pretty much outclassed in that area by Swords Dance Zangoose.

Checks and Counters

Despite his excellent coverage, Exploud can still be beaten by several bulky Pokemon. Bulky Water-types such as Milotic, who are sturdy enough to avoid being 2HKOed by Return, make great checks. Spiritomb isn't 2HKOed by Crunch, and can burn Exploud with Will-O-Wisp. Defensive Fighting-types such as Hariyama and Hitmontop are able to take a few hits and KO with their STAB attacks. Without Surf, physical behemoths such as Steelix and Regirock have little to fear from Exploud, while Torterra is able to take him on when he lacks Ice Beam. Finally, pretty much any offensive Pokemon can come in on the revenge kill quite effectively if Exploud has no Substitute up.

Credits

Moves

 
Power
30
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
120
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, even if the target is immune.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
120
Accuracy
100%
PP
15
Has 1/3 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Power doubles on Dig.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
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
120
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
95
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
100
Accuracy
90%
PP
10
Lowers the user's Speed by 1.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
Accuracy
PP
40
Raises the user's Attack by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
95
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to freeze. 10% chance to flinch.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
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
120
Accuracy
100%
PP
15
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
140
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
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
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
100%
PP
20
Forces the target to switch to a random ally.
 
Power
90
Accuracy
85%
PP
20
20% chance to confuse the target.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
60
Accuracy
100%
PP
10
Power doubles if target is paralyzed, and cures it.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
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
65
Accuracy
100%
PP
20
30% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
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
55%
PP
20
Causes the target to become confused.
 
Power
95
Accuracy
100%
PP
15
Hits adjacent Pokemon. Power doubles on Dive.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
For 3-5 turns, the target can't use status moves.
 
Power
Accuracy
100%
PP
20
Confuses adjacent Pokemon.
 
Power
65
Accuracy
95%
PP
15
10% chance to paralyze. 10% chance to flinch.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
50
Accuracy
100%
PP
10
Lasts 3-6 turns. Active Pokemon cannot sleep.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
15
Accuracy
70%
PP
15
Traps and damages the target for 2-5 turns.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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