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Grimer

In-battle formes

HP:80
Attack:80
Defense:50
Sp. Atk:40
Sp. Def:50
Speed:25
Min (-ve nature, 0 IVs)6
Default9
Max Neutral12
Max Positive13
Max Neutral (+1)18
Max Positive (+1)19
Max Neutral (+2)24
Max Positive (+2)26
Little Cup
Tank8

Evolutions

Formes

Strategies

  • en
Formats:
  • LC
Written by rineko

Overview

Even though Grimer's Poison typing and Sticky Hold ability let it switch in on Fighting-types, as it resists their STAB attacks and does not risk losing its item, Trubbish does the same thing but better because of its higher Speed, access to entry hazards in Spikes, and repeated Berry Juice recovery with Recycle. Other bulky Poison-types like Foongus and Mareanie use their secondary typings to not completely fall flat to Diglett and to pivot effectively with Regenerator, respectively. Lastly, Alolan Grimer completely overshadows Grimer as a bulky Poison-type because of its Poison / Dark typing, granting only one weakness and having exclusive access to moves like Knock Off and Pursuit to effectively trap Abra and Gastly.

Tank

Move 1
  • Gunk Shot
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power120 BP
    Accuracy80%
Move 2
  • Fire Punch
    10% chance to burn the target.
    TypeFire
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 3
  • Giga Drain
    User recovers 50% of the damage dealt.
    TypeGrass
    CategorySpecial
    Power75 BP
    Accuracy100%
Move 4
  • Thief
    If the user has no item, it steals the target's.
    TypeDark
    CategoryPhysical
    Power60 BP
    Accuracy100%
  • Memento
    Lowers target's Attack, Sp. Atk by 2. User faints.
    TypeDark
    Accuracy100%

Grimer should switch in on Fighting-types, as it resists their STAB attacks and won't lose its item to Knock Off due to Sticky Hold, and then try hit hard with Gunk Shot or use its other moves when predicting certain Pokemon switching in. However, Grimer's low Speed and weaknesses to common types leave it vulnerable to being trapped by Diglett, making it hard to function. This leaves Grimer outclassed by Trubbish, as its greater Speed lets it perform Grimer's job more effectively, and it can set up Spikes or keep restoring its HP repeatedly with Recycle and Berry Juice.

Credits

Moves

 
Power
Accuracy
PP
20
Raises the user's Defense by 2.
 
Power
40
Accuracy
100%
PP
20
100% chance to lower the target's Sp. Def by 2.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
120
Accuracy
90%
PP
10
Cannot be selected until the user eats a Berry.
 
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
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
Accuracy
100%
PP
20
For 4 turns, disables the target's last move used.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
250
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
90
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
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
120
Accuracy
80%
PP
5
30% chance to poison the target.
 
Power
Accuracy
PP
30
Raises the user's Defense by 1.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
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
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
20
Accuracy
100%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
30
Accuracy
100%
PP
30
30% chance to paralyze the target.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
40
Accuracy
100%
PP
15
User recovers 50% of the damage dealt.
 
Power
Accuracy
100%
PP
10
Lowers target's Attack, Sp. Atk by 2. User faints.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
10
Raises the user's evasiveness by 2.
 
Power
65
Accuracy
85%
PP
10
30% chance to lower the target's accuracy by 1.
 
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
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
90%
PP
40
Poisons the foe(s).
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
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
20
Accuracy
100%
PP
20
Raises the user's Attack by 1 if hit during use.
 
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
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
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
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
200
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
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
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
65
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
95
Accuracy
100%
PP
10
10% chance to poison adjacent Pokemon.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
More power with more uses of Stockpile.
 
Power
Accuracy
PP
20
Raises user's Defense, Sp. Def by 1. Max 3 uses.
 
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
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
10
Heals the user based on uses of Stockpile.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
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
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
120
Accuracy
50%
PP
5
100% chance to paralyze the target.
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