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Perrserker

In-battle formes

HP:70
Attack:110
Defense:100
Sp. Atk:50
Sp. Def:60
Speed:50
Min (-ve nature, 0 IVs)94
Default136
Max Neutral199
Max Positive218
Max Neutral (+1)298
Max Positive (+1)327
Max Neutral (+2)398
Max Positive (+2)436
PU
Swords Dance199
Choice Band199

Evolutions

Strategies

Formats:
  • PU
Written by Sugarbear

Overview

Boasting a high Attack stat, two abilities that boost its damage output even further, and access to moves like Seed Bomb and Close Combat to shred the likes of Quagsire and Ferroseed, Perrserker is a very powerful wallbreaker in PU with very few safe switch-ins. In combination with its natural immunity to Toxic and sand damage, this makes for a Pokemon adept at shredding defensive cores. However, Perrserker is very slow for an offensive Pokemon, leaving it outrun and dispatched by many offensive Pokemon such as Charizard, Gallade, Archeops, and Lycanroc. This gives it a much tougher matchup against faster, more offensive teams. Its special bulk is also very lacking, so Pokemon like Galarian Articuno and Ribombee can still heavily damage Perrserker, even though it resists their STAB moves—despite being a Steel-type, Perrserker doesn't contribute much defensive value to your team.

Swords Dance

Move 1
Move 2
  • Iron Head
    30% chance to make the target flinch.
    TypeSteel
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 3
  • Seed Bomb
    No additional effect.
    TypeGrass
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 4

Swords Dance lets Perrserker break through most of PU's defensive Pokemon. Seed Bomb hits the Water-types that resist Iron Head, 2HKOing Quagsire and, after Swords Dance, OHKOing Lanturn and 2HKOing Jellicent. Substitute allows Perrserker to set up on weak walls like Ferroseed and Tangela, as well as dodging Weezing and Jellicent's Will-O-Wisp. Steely Spirit boosts Iron Head's power to massive levels, allowing it to 2HKO Weezing and Tangela at +2. Fire-types like Charizard and Centiskorch are highly problematic for this set, so Rock-types like Regirock and Gigalith are great teammates for checking them. Both can also set Stealth Rock for Perrserker. Charizard can scorch the Steel-types that wall this set like Ferroseed and defensive Togedemaru, and it appreciates Perrserker smashing the aforementioned Rock-types, as well as KOing Lanturn and Jellicent. Spikes setters like Garbodor and Qwilfish can help give Perrserker an easier time wallbreaking—one layer of Spikes guarantees an OHKO on Regirock with a +2 Iron Head. Both can also switch into the Fighting-types Perrserker is weak to, such as Hitmonlee. Fast cleaners like Archeops and Ribombee can take advantage of the holes Perrserker can punch in teams.

Choice Band

Move 1
  • Iron Head
    30% chance to make the target flinch.
    TypeSteel
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 2
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 3
  • Seed Bomb
    No additional effect.
    TypeGrass
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 4
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
  • Double-Edge
    Has 33% recoil.
    TypeNormal
    CategoryPhysical
    Power120 BP
    Accuracy100%

Close Combat hits opposing Steel-types such as Aggron and Ferroseed, OHKOing the former and 2HKOing the latter. Seed Bomb hits the Water-types that resist Perrserker's STAB Iron Head, OHKOing Quagsire and 2HKOing Jellicent. U-turn allows Perrserker to scout switch-ins and safely bring in a teammate. Double-Edge OHKOes Charizard and Centiskorch on the switch if running Tough Claws, two Pokemon that otherwise switch into Perrserker with ease. Tough Claws is the preferred ability on this set, as it powers up all of Perrserker's moves bar Seed Bomb. Steely Spirit can still be used, as it allows Perrserker to 2HKO Sandaconda and Palossand with a slightly stronger Iron Head. This set serves the dual roles of wallbreaker and offensive pivot. Against more defensive teams, Perrserker can use its massive power to smash defensive Pokemon like Regirock and Gigalith, as well as switching into predicted Stealth Rock and Toxic. Against offensive teams, it's best used to check physically frail Pokemon like Galarian Articuno and Ribombee, and it can use the forced switches to safely bring in a teammate with U-turn or fire off a strong attack. Fast Pokemon like Archeops and Choice Specs Ribombee are good teammates to threaten the more offensive teams Perrserker struggles with, while Perrserker can threaten the bulkier teams they struggle with. They all also appreciate the free switches Perrserker can give them with U-turn.

Credits

Moves

 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
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
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
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
15
More power the less HP the user has left.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
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
120
Accuracy
80%
PP
5
30% chance to poison the target.
 
Power
Accuracy
100%
PP
5
More power the slower the user than the target.
 
Power
Accuracy
100%
PP
10
More power the heavier the user than the target.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
75
Accuracy
100%
PP
5
2x power if the user had a stat lowered this turn.
 
Power
Accuracy
100%
PP
10
If hit by an attack, returns 1.5x damage.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
Accuracy
85%
PP
40
Lowers the target's Sp. Def by 2.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
40
Accuracy
100%
PP
20
Scatters coins.
 
Power
90
Accuracy
90%
PP
10
10% chance to lower the target's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
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
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
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
70
Accuracy
100%
PP
20
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
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
140
Accuracy
95%
PP
5
User loses 50% max HP.
 
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
20
Raises the user's Attack by 2.
 
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
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
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
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
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