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Grimmsnarl

In-battle formes

Base

HP:95
Attack:120
Defense:65
Sp. Atk:95
Sp. Def:75
Speed:60
Min (-ve nature, 0 IVs)112
Default156
Max Neutral219
Max Positive240
Max Neutral (+1)328
Max Positive (+1)360
Max Neutral (+2)438
Max Positive (+2)480
Anything Goes
Dual Screens156

Gmax

HP:95
Attack:120
Defense:65
Sp. Atk:95
Sp. Def:75
Speed:60
Min (-ve nature, 0 IVs)112
Default156
Max Neutral219
Max Positive240
Max Neutral (+1)328
Max Positive (+1)360
Max Neutral (+2)438
Max Positive (+2)480
Anything Goes
Dual Screens156

Evolutions

Strategies

Written by Icemaster

Dual Screens

Move 1
Move 2
Move 3
  • Play Rough
    10% chance to lower the target's Attack by 1.
    TypeFairy
    CategoryPhysical
    Power90 BP
    Accuracy90%
Move 4
  • Taunt
    Target can't use status moves its next 3 turns.
    TypeDark
    Accuracy100%

Due to Prankster, Taunt, and a resistance to Calyrex-S's Astral Barrage, Grimmsnarl carves out a niche in the AG metagame as the most reliable dual screens setter, enabling dangerous offensive threats to set up easily. Play Rough outdamages Roost from the Taunt-immune support Yveltal, preventing it from Defogging Grimmsnarl's screens away, while damaging Calyrex-S and Zygarde. Taunt prevents Defog from Ho-Oh and entry hazards—especially Sticky Web and Toxic Spikes, which offensive teams can otherwise struggle with—while also preventing setup from sweepers such as Necrozma-DM, Groudon, and Zygarde-C. The given EV spread enables Grimmsnarl to survive Zacian-C's Behemoth Blade behind Reflect.

Grimmsnarl fits best on offensive teams where dangerous sweepers like Zacian-C and Xerneas can take advantage of its screens support, which helps them set up easily and avoid being revenge killed by Choice Scarf Calyrex-S or Ditto. In turn, Grimmsnarl appreciates teammates that prevent easy Defogs such as Groudon, Stone Edge Necrozma-DM, and Zekrom, which can also setup and appreciate the protection from revenge killing. Furthermore, Grimmsnarl requires bulky teammates that can switch into Xerneas, Zacian-C, and Dragon Dance Necrozma-DM; it cannot safely use Taunt to block their setup as they OHKO Grimmsnarl without the relevant screen. As such, Zacian-C, Necrozma-DM, and Zekrom are recommended teammates. They can take attacks quite well, allowing Grimmsnarl to easily swap out to come back in later for a second round of screens.

Other Options

Thunder Wave is usable in the third moveslot in order to punish Dragon Dance Necrozma-DM, Geomancy Xerneas, and Swords Dance Zacian-C, which may try set up on Grimmsnarl, while acting as a blanket form of speed control for foes such as Calyrex-S. However, it is not recommended, as without Play Rough, Grimmsnarl is completely unable to punish Defog support Yveltal.

Checks and Counters

Ho-Oh: A Sacred Fire burn from Ho-Oh particularly troubles Grimmsnarl, letting Yveltal safely use Defog on it, as Play Rough no longer comes close to outdamaging Roost, while wearing Grimmsnarl down.

Xerneas: Xerneas can force a difficult 50/50 between Geomancy and Moonblast, which require Taunt or Light Screen respectively. Defensive Xerneas sets, however, can threaten Defog or Moonblast, so they are particularly difficult for Grimmsnarl to handle.

Zacian-C and Necrozma-DM: Both can massively damage even Grimmsnarl behind Reflect with their STAB moves, while also threatening to set up in front of it, causing a 50/50 between Taunt and Reflect.

Credits

Moves

 
Power
60
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
80
Accuracy
100%
PP
10
Uses user's Def stat as Atk in damage calculation.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
70
Accuracy
100%
PP
5
100% burns a target that had a stat rise this turn.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
85
Accuracy
100%
PP
10
Ignores the target's stat stage changes.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
50
Accuracy
100%
PP
10
User recovers 75% of the damage dealt.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
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
80
Accuracy
PP
10
This move does not check accuracy.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
15
Raises the target's Sp. Atk by 1 and confuses it.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
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
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
75
Accuracy
100%
PP
5
2x power if the user had a stat lowered this turn.
 
Power
80
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
90
Accuracy
90%
PP
10
10% chance to lower the target's Attack by 1.
 
Power
Accuracy
PP
10
Swaps Attack and Sp. Atk stat stages with target.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
120
Accuracy
85%
PP
10
No additional effect.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
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
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
75
Accuracy
100%
PP
15
100% chance to lower the target's Sp. Atk by 1.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
70
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
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
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
Accuracy
PP
10
For 5 turns, all Defense and Sp. Def stats switch.
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