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Buzzwole

In-battle formes

HP:107
Attack:139
Defense:139
Sp. Atk:53
Sp. Def:53
Speed:79
Min (-ve nature, 0 IVs)75
Default99
Max Neutral131
Max Positive144
Max Neutral (+1)196
Max Positive (+1)216
Max Neutral (+2)262
Max Positive (+2)288
VGC17
Pummeling Buzzwole112

Strategies

Written by Mr.GX

Overview

  • Being one of the few viable Fighting-type Pokemon in the format, Buzzwole serves primarily as a check to popular Pokemon like Porygon2 and Snorlax.
  • 107 / 139 physical bulk makes Buzzwole an exceptionally powerful physical tank that is easily able to absorb powerful moves like Arcanine's Flare Blitz.
  • Buzzwole's Attack stat is on par with Pheromosa's, enabling Buzzwole to dent teams with STAB-boosted Superpower.
  • Buzzwole has access to useful coverage options in Ice Punch and Poison Jab, which are essential in a format filled with Fairy- and Dragon-type Pokemon. With access to Superpower as well, Buzzwole can hit the Steel/Dragon/Fairy Core really hard single-handedly.
  • Its base 79 Speed makes it faster than Pokemon like Celesteela and Alolan Muk while slower than popular Pokemon like Arcanine and Tapu Lele, making this Pokemon beneficial on both Tailwind and Trick Room teams.
  • Buzzwole's rare Bug / Fighting typing helps it wall popular meta threats like Pheromosa, Kartana and Garchomp, which it can KO with its coverage options.
  • Its meager Special Defense causes it to be quickly weakened by any special attacker and puts it at risk of being KOed by even the weakest of super effective special attacks.
  • This Pokemon faces some competition from Hariyama as a Trick Room sweeper due to the latter's additional role as a Fake Out user.
  • While Buzzwole's typing may be advantageous against some attackers, it gives Buzzwole a 4x weakness to Flying-type moves; Flying-type moves are seldom seen in VGC 2017 however.

Pummeling Buzzwole

Move 1
  • Superpower
    Lowers the user's Attack and Defense by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 2
  • Poison Jab
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 3
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 4
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4

Moves

  • Superpower is Buzzwole's primary means of offense, boasting 120 Base Power. This allows it to dent Porygon2 and OHKO Snorlax and Gigalith easily. Superpower-based All-Out Pummeling can OHKO Alolan Muk, Porygon2, and Arcanine and heavily dents bulky Celesteela.
  • As Buzzwole is weak to Fairy-types, Poison Jab is usually used to damage them super effectively. At +1, Poison Jab has the capability to OHKO most of the Tapu group and Grass-types like Lilligant.
  • Ice Punch is Buzzwole's most preferred coverage move, easily OHKOing popular Dragon-types like Garchomp and Salamence.
  • Leech Life can be used over Poison Jab or Ice Punch to increase Buzzwole's longevity. This, however, makes Buzzwole unable to damage Fairy- or Dragon-type Pokemon effectively.
  • Protect is used to scout for lures and Z-Moves and keeps Buzzwole safe while its partner addresses threats to it.

Set Details

  • The set runs Fightinium Z as its held item to unleash the devastating Z-Move All-Out Pummeling, which is strong enough to OHKO a large portion of the metagame.
  • Buzzwole's ability, Beast Boost, makes it stronger after each KO, making it difficult to stop once it gets going.
  • The EVs are designed to allow Buzzwole retain its offensive capabilities while being able to survive some of the common attacks in VGC 2017.
  • 44 HP and 4 Def EVs ensure that Adamant Arcanine's Flare Blitz is a guaranteed 2HKO, with enough HP remaining to survive in Hail or Sandstorm.
  • 44 HP and 140 SpDef EVs allow Buzzwole to survive Life Orb Tapu Koko's Dazzling Gleam and have a 93.7% chance to survive its Thunderbolt in Electric Terrain.
  • 100 Speed EVs ensure Buzzwole outspeeds Timid Pheromosa with speed control like paralysis or Tailwind.
  • The rest of the EVs are dumped in Attack and an Adamant nature is chosen to maximize Buzzwole's offense.

Usage Tips

  • Buzzwole is a physical tank, so it can be used to switch into powerful physical attacks like Garchomp's Tectonic Rage and Kartana's Leaf Blade.
  • Buzzwole completely walls Garchomp, so it is considered a solid Garchomp check. However, beware of the Fairy-types that usually accompany Garchomp, as they can quickly take care of Buzzwole.
  • Even though Buzzwole is a physical tank, it can still be OHKOed by strong super effective moves like Talonflame's Brave Bird and Arcanine's Inferno Overdrive, so users of such moves should be handled with caution.
  • Its abysmal Special Defense makes it an easy target for the likes of Tapu Lele and Tapu Fini, meaning it shouldn't be kept on the field when facing the duo.
  • Like most physical attackers, Buzzwole is hindered by Intimidate and Will-O-Wisp, and players should hold out using its Z-Move until they can ensure it connects, as using it on to a Protect severely hurts your momentum.
  • Buzzwole serves as a perfect Snorlax and Porygon2 counter, being able to easily OHKO them with its Z-Move, though you should keep an eye out for the occasional Protect.

Team Options

  • Most Flying-type attacks are capable of OHKOing Buzzwole. Hence, Rock-type Pokemon like Nihilego form a solid defensive core with Buzzwole, and Nihilego in particular also takes down the guardian deities with STAB Sludge Bomb.
  • Poison-type Pokemon like Alolan Muk and Nihilego help Buzzwole by dealing with Fairy-type Pokemon like the guardian deities, some of which are capable of OHKOing Buzzwole with their STAB Fairy-type attacks.
  • As Buzzwole is weak to Fire-type moves, a Ground-type Pokemon like Garchomp works well with it. Rain setters like Pelipper can be used to mitigate its Fire weakness as well, with Pelipper having the added benefit of supporting Buzzwole by providing speed control.
  • Like most physical attackers, Buzzwole is crippled by burns and Intimidate, and hence appreciates the help of Tapu Fini and its Misty Terrain.
  • Due to Buzzwole's mediocre Speed tier, it often appreciates some form of speed control like Tailwind to outspeed and KO opposing threats. Setters like Talonflame, Pelipper, and Drifblim go well with it, being able to provide guaranteed Tailwind while exerting some form of offensive pressure.

Other Options

  • Assault Vest is often used on Buzzwole to make up for its abysmal Special Defense, and can prove to be devastating when paired with Rain setters or Aurora Veil. Bulky spreads like 20 HP / 84 Atk / 4 Def / 252 SpD / 148 Spe are often used to tank 2 Dazzling Gleams from Tapu Koko and Psychic from Tapu Lele outside of Psychic Terrain.
  • White Herb can be used to get rid of Intimidate and Superpower drops.
  • Hammer Arm works well as a Trick Room counter by reducing Buzzwole's Speed after each successful hit. This, however, is not recommended on a Tailwind team.
  • Thunder Punch can be used to deal super effective damage to Pokemon like Milotic and Celesteela, but provides little to no advantages against more popular Pokemon.

Checks and Counters

Flying-types: As Buzzwole is 4x weak to Flying-type attacks, Pokemon like Talonflame and Bounce Gyarados can easily take it out.

Fairy-types: Fairy-type Pokemon like the guardian deities can easily OHKO Buzzwole with their STAB Fairy-type attacks, as most of them are usually faster than it.

Fire-types: As most Fire-type Pokemon are physical attackers this format, Buzzwole is capable of tanking hits from some of them, but still fails to survive a Fire-type Z-Move.

Intimidate and Burns: Burning Buzzwole usually cripples it by drastically reducing its offensive capabilities, while Intimidate weakens it enough so that its Z-Move fails to OHKO specific targets like Arcanine and Alolan Muk. Burns can be mitigated by the use of Tapu Fini, however.

Strong Special Attackers: Due to Buzzwole low Special Defense, it takes a huge chunk from non-STAB special moves like Celesteela's Flamethrower, while it gets OHKOed by powerful special attacks like Life Orb Tapu Koko's Thunderbolt in Electric Terrain.

Credits

Moves

 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
18
Accuracy
85%
PP
15
Hits 2-5 times in one turn.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
40
Accuracy
90%
PP
15
Hits 2 times in one turn.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage 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
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
50
Accuracy
100%
PP
25
Raises user's Attack by 3 if this KOes the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
5
More power the slower the user than the target.
 
Power
100
Accuracy
90%
PP
10
Lowers the user's Speed by 1.
 
Power
Accuracy
PP
30
Raises the user's Defense by 1.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
80
Accuracy
100%
PP
15
100% chance to lower the target's Attack by 1.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
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
15
More power the less HP the user has left.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
Removes the target's Ground immunity.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
70
Accuracy
PP
10
This move does not check accuracy. Goes last.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
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