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Purugly

In-battle formes

HP:71
Attack:82
Defense:64
Sp. Atk:64
Sp. Def:59
Speed:112
Min (-ve nature, 0 IVs)206
Default260
Max Neutral323
Max Positive355
Max Neutral (+1)484
Max Positive (+1)532
Max Neutral (+2)646
Max Positive (+2)710
UnderUsed
Attacking Lead (Adamant)323
Attacking Lead (Jolly)355
Weather Support (Adamant)323
Weather Support (Jolly)355

Evolutions

Strategies

  • en
Formats:
Written by SOMALIA

Overview

Purugly has never been successful in finding a place in the Underused tier thanks to its shallow movepool and mediocre stats. The fact that it is overshadowed by both Persian and Ambipom in almost every possible way does not bring any positives to the mixture. Nevertheless, with a Speed of 355 and access to both Fake Out and Taunt, Purugly can make a decent lead.

Attacking Lead

Move 1
  • Fake Out
    Hits first. First turn out only. 100% flinch chance.
    TypeNormal
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1
Move 2
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 3
  • Return
    Max 102 power at maximum Happiness.
    TypeNormal
    CategoryPhysical
    Accuracy100%
  • Body Slam
    30% chance to paralyze the target.
    TypeNormal
    CategoryPhysical
    Power85 BP
    Accuracy100%
Move 4
  • Taunt
    For 3-5 turns, the target can't use status moves.
    TypeDark
    Accuracy100%
  • Shadow Claw
    High critical hit ratio.
    TypeGhost
    CategoryPhysical
    Power70 BP
    Accuracy100%

With great Speed and decent offensive stats, Purugly can be utilized well as a lead. Fake Out deals early damage on the opponent, while also disabling their Focus Sash if they have one. U-turn is useful for causing some damage, and at the same time, switching Purugly out when met with something it cannot deal with. Return is the only reliable means of hitting opposing Pokemon for solid damage, nailing 2HKOes on many common sweepers such as Toxicroak, Blaziken, and Heracross. Body Slam fails to 2HKO Heracross but can be useful in possibly paralyzing other Pokemon. Taunt is what gives Purugly something to smile about. With its great Speed, Purugly can stop opposing leads from setting up entry hazards, giving your team momentum from early on in the match. Taunt is also useful for preventing bulky walls such as Chansey and Registeel from inflicting status on your team. Shadow Claw is not too favorable as it hits a very small amount of Pokemon, most of which won't be OHKOed anyway. However there are some merits to using Shadow Claw; by possessing an immunity to Ghost-type moves, Purugly can function as a check to opposing Ghost-types your team may struggle with.

Trappers such as Spiritomb and Drapion are very beneficial to Purugly as it can U-turn when faced with a Ghost-type and allow them to destroy it. A Jolly nature is recommended as Purugly can outspeed Scyther and other base 105 Speed Pokemon. On the other hand, an Adamant nature gives it a boost in offense while still allowing Purugly to maintain a respectable Speed of 323, outspeeding base 95 Pokemon such as Arcanine and Houndoom.

Purugly appreciates almost any Pokemon that can take hits directed upon it. Weezing and Spiritomb make great teammates as they make fine counters to Fighting-type Pokemon, easily taking any Fighting-type move and retaliating by firing off a Will-O-Wisp, hence causing the opponent to become much less of a threat. Sweepers also enjoy Purugly's company as they can attempt to sweep much easier with the opponent's wall is Taunted. Purugly isn't the type of Pokemon to sweep late-game, so removing Pokemon that counter it isn't vital. However, Steel- and Rock-types in general have a field day with Purugly, taking little damage from any of its attacks. Dugtrio can come in via a switch from U-turn and remove such threats as Registeel and Aggron handily.

Weather Support

Move 1
  • Fake Out
    Hits first. First turn out only. 100% flinch chance.
    TypeNormal
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1
Move 2
Move 3
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 4
  • Taunt
    For 3-5 turns, the target can't use status moves.
    TypeDark
    Accuracy100%

Although Purugly is outclassed by Ambipom in every aspect, it still has access to great Speed and Taunt, making it a viable choice for setting up Sunny Day or Rain Dance. Fake Out is great for rendering the opponent's Focus Sash useless as well as dealing some damage. With Taunt, Purugly stops any form of entry hazard entering the field which is vital because weather based teams appreciate coming in on full health to maximize their durability. U-turn can rack up some free damage as well as scout in case your opponent switches Pokemon, making it all the more easier for your fellow teammates to sweep. Damp Rock or Heat Rock should be your primary choice to take advantage of the extended weather.

Entry hazards make it easier for Purugly's weather partners to more comfortably revenge kill and wreak havoc. Although unreliable, Hypnosis can be used instead of Taunt to put the foe to sleep, allowing Purugly to set up, switch, and let a teammate set up or start sweeping right of the bat.

Other Options

Due to Purugly's shallow movepool, there are few alternatives that it can utilize. Super Fang can be an option, breaking walls such as Clefable via the combined use of Taunt which disables them from recovering off lost damage. It is also a great way to deal with Pokemon that resist a majority of Purugly's moves (barring Ghost-types), nailing them for a 50% drop in their current HP. Aerial Ace accomplishes little apart from the fact that it can OHKO Heracross after Stealth Rock damage. For the most part, it is unfavorable as it deals less damage to Toxicroak than Return. Hypnosis has shaky accuracy, but it is the only method available to put opposing Pokemon to sleep, which can aid fellow teammates in their sweeping process.

Checks and Counters

Any Pokemon that resists Purugly's moves can be said to be a counter, namely Steelix and Aggron. Bulky walls such as Milotic and Donphan have no problem taking a hit from Purugly and hitting back for convincing damage. Similarly, bulky Fighting-types such as Hariyama and Hitmontop make mince meat out of Purugly. Spiritomb is another great counter because it can take all of Purugly's attacks very well while retaliating back with Dark Pulse/Hidden Power Fighting or Pursuit when it expects Purugly to U-turn out.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
20
Uses a random move known by a team member.
 
Power
50
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
10
Hits first. First turn out only. 100% flinch chance.
 
Power
Accuracy
100%
PP
20
Lowers the target's Sp. Def by 2.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
10
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
18
Accuracy
80%
PP
15
Hits 2-5 times in one turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack 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
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
60%
PP
20
Causes the target to fall asleep.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
20
Accuracy
100%
PP
20
Target's item is lost and it cannot obtain another.
 
Power
130
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
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
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
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
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
Accuracy
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
80
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
10
Does damage equal to 1/2 target's current HP.
 
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
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
100%
PP
20
For 3-5 turns, the target can't use status moves.
 
Power
40
Accuracy
100%
PP
10
If the user has no item, it steals the target's.
 
Power
120
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
95
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
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
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