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Amoonguss

In-battle formes

HP:114
Attack:85
Defense:70
Sp. Atk:85
Sp. Def:80
Speed:30
Min (-ve nature, 0 IVs)31
Default50
Max Neutral82
Max Positive90
Max Neutral (+1)123
Max Positive (+1)135
Max Neutral (+2)164
Max Positive (+2)180
VGC18
Bulky Support31

Evolutions

Strategies

Written by xZorua

Overview

  • Amoonguss is the premier redirection user of this format thanks to its insane bulk. It also is a nice check, or accompaniment, to Trick Room teams with its low speed and access to Spore, and it can punish setup users with Clear Smog.

  • Regenerator is an amazing ability, allowing Amoonguss to regain solid amounts of health and stay healthy late-game.

  • Amoonguss's great natural bulk allows it to survive many neutral Z-Moves and many other moves, but it struggles against Terrain- and sun-boosted moves from Tapu Lele and Mega Charizard Y, respectively.

  • When thinking of redirection, Amoonguss is the first one to go to. Although Clefairy and Togekiss are other options, Amoonguss's access to Spore has made it more of a popular choice.

  • Amoonguss isn't known to be offensive, but its STAB moves chunk the Tapu group and some Water-types, which is important given their prevalence.

Bulky Support

Move 1
  • Rage Powder
    The foes' moves target the user on the turn used.
    TypeBug
    Priority2
Move 2
  • Spore
    Causes the target to fall asleep.
    TypeGrass
    Accuracy100%
Move 3
  • Clear Smog
    Resets all of the target's stat stages to 0.
    TypePoison
    CategorySpecial
    Power50 BP
  • Sludge Bomb
    30% chance to poison the target.
    TypePoison
    CategorySpecial
    Power90 BP
    Accuracy100%
  • Giga Drain
    User recovers 50% of the damage dealt.
    TypeGrass
    CategorySpecial
    Power75 BP
    Accuracy100%
Move 4
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4
  • Rage Powder is a necessity for all Amoonguss sets and allows moves to be redirected towards its bulky self.

  • Spore puts foes to sleep, which renders them temporarily useless. Due to Amoonguss's low speed, it severely punishes threats in Trick Room this way before they can act.

  • Clear Smog does decent damage and also resets opposing Pokemon's stat changes to zero. This should be used against Belly Drum Snorlax or Competitive Milotic.

  • Sludge Bomb chunks both Grass- and Fairy-types such as Ludicolo, the Tapu group, and Gardevoir.

  • Giga Drain allows Amoonguss to recover health whilst doing solid damage. It also deals large chunks of damage to Milotic and Mega Swampert.

  • Protect is a staple move in VGC and should be used to scout out for moves, defend Amoonguss, or allow an ally to remove a threat.

  • The EVs combined with a Sassy nature allow Amoonguss to survive a sun-boosted Heat Wave from Mega Charizard Y and guarantees Landorus-T's Earthquake to deal less than 50% of damage.

  • Wiki Berry maximizes recovery. However, if you do not want to risk it not being activated, you can go with a Sitrus Berry.

  • An alternative, more physically bulky option to go with is available with a Relaxed nature and an EV spread of 244 HP / 196 Def / 68 SpD. These can be used to survive a non-Terrain-boosted Zen Headbutt from Mega Metagross.

  • Tapu Koko and Tapu Fini are minor threats to Amoonguss, as their Terrains make Spore unusable against grounded Pokemon. However, Amoonguss does decent damage to Tapu Fini with both Sludge Bomb and Giga Drain, and it can redirect Electric-type moves from Tapu Koko and easily take them.

  • Amoonguss forms a nice duo with Mega Kangaskhan and Tyranitar to defend them against incoming Fighting-type moves they are weak to. In addition to this, Tyranitar can safely set up with Dragon Dance with the assistance of redirection from Amoonguss.

  • Amoonguss is a good lead, as it can be immediately threatening, and you shouldn't be overly concerned about it taking damage early-game, because its recovery tools will allow it to continue supporting its teammates late-game. You don't want to focus too much on recovery, because it is not very good if it remains as your last Pokemon. Sometimes sacrificing Amoonguss is alright if it saves its partner from a strong hit in doing so.

Credits

Moves

 
Power
20
Accuracy
100%
PP
25
User recovers 50% of the damage dealt.
 
Power
Accuracy
PP
15
The target makes its move right after the user.
 
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
Accuracy
PP
10
Waits 2 turns; deals double the damage taken.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
50
Accuracy
PP
15
Resets all of the target's stat stages to 0.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
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
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
Accuracy
100%
PP
10
Nullifies the target's Ability.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
20
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
20
Traps/grounds user; heals 1/16 max HP per turn.
 
Power
40
Accuracy
100%
PP
15
User recovers 50% of the damage dealt.
 
Power
Accuracy
PP
20
Attack depends on terrain (default Tri Attack).
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
75%
PP
35
Poisons the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
20
The foes' moves target the user on the turn used.
 
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
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
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
50
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
100%
PP
15
Causes the target to fall asleep.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
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
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) evasiveness by 2.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target is poisoned.
 
Power
Accuracy
100%
PP
10
The target's Ability becomes Insomnia.
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