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Gliscor

In-battle formes

HP:75
Attack:95
Defense:125
Sp. Atk:45
Sp. Def:75
Speed:95
Min (-ve nature, 0 IVs)175
Default226
Max Neutral289
Max Positive317
Max Neutral (+1)433
Max Positive (+1)475
Max Neutral (+2)578
Max Positive (+2)634
Uber
Defensive226

Evolutions

Strategies

This analysis was written prior to Miraidon's ban. As such, the information provided is out of date and does not accurately reflect the current metagame. Bear with us while we rework our analyses!

Written by Manaphy

Overview

Gliscor has several qualities that make it extremely frustrating for balance and bulky offense teams to deal with. For one, the combination of Poison Heal and Toxic Orb gives it an immunity to status and great passive recovery. Gliscor's Ground / Flying typing offers a myriad of resistances, including an immunity to Spikes and a neutrality to Stealth Rock. When combined with Poison Heal, this essentially makes Gliscor almost entirely unaffected by opposing entry hazards. Additionally, Gliscor has access to a support movepool that most Pokemon could only dream of, featuring Spikes, Toxic, Toxic Spikes, and Knock Off. As such, Gliscor is a fantastic pivot in Ubers, notably taking Sacred Fire from Ho-Oh with ease and setting up hazards on staple threats like Choice Scarf Koraidon and Ting-Lu. This makes Gliscor one of the best Pokemon to take advantage of the lack of entry hazard removal options in Ubers. However, Gliscor is held back by its lackluster stats for Ubers standards; its Defense, while decent, is nowhere near good enough to take on titans like Scale Shot Koraidon, meaning Gliscor has limited use against hyper offense teams. Gliscor is also setup bait for one of the most common threats in the tier, Necrozma-DM, which is only 4HKOed by Earthquake. Gliscor's pathetic Special Defense by Ubers standards leaves it forced out by the vast majority of special attackers.

Defensive

Move 1
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 2
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 3
Move 4
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4

The combination of Earthquake and Toxic works very well together, as Earthquake deals super effective damage to Steel- and Poison-types, which are immune to Toxic. Alternatively, Knock Off may be run in either slot to remove Heavy-Duty Boots from opposing Pokemon like Ho-Oh and Kyogre, and thus make Gliscor's hazard stacking more effective. Do note that the lack of Earthquake makes Gliscor unable to check threats like Zacian-C, while the loss of Toxic makes Gliscor very passive against Pokemon with reliable recovery like the various Arceus formes that don't mind Knock Off. Spikes and Toxic Spikes are both powerful entry hazard options; Spikes is less matchup-dependent than Toxic Spikes is, but Toxic Spikes can be devastating against teams without a Poison-type. Protect is highly recommended, as it provides an easy way to activate Toxic Orb, can stall for Poison Heal recovery, and has good synergy with Toxic. Gliscor can run both defensive and specially defensive sets; Defense investment is more common thanks to Gliscor's decent Defense stat allowing it to check physical attackers like Zacian-C, but Special Defense investment lets Gliscor act as a pseudo-check to Heavy-Duty Boots Miraidon and set up hazards more easily against Arceus formes and Eternatus. Tera Water is chosen for defensive Gliscor, as it covers Gliscor's Water- and Ice-type weaknesses and provides a useful resistance to Necrozma-DM's Sunsteel Strike and Zacian-C's Behemoth Blade. Tera Fairy is used on specially defensive sets to take Miraidon's Draco Meteor if needed.

While Gliscor is helpful against physical threats like Koraidon, Zacian-C, and Arceus-Ground, it should never be your main check to them, as Gliscor's bulk simply won't hold up over time. Therefore, teammates like Necrozma-DM, Arceus-Fairy, Arceus-Water, and Skeledirge are excellent for their ability to better take on physical attackers. Necrozma-DM is also greatly appreciated for its ability to Knock Off Heavy-Duty Boots. Gliscor works well with other hazard setters like Ting-Lu, Arceus-Fairy, and Clodsire, which can set Stealth Rock or Spikes that Gliscor may be missing out on. Arceus-Water, Ting-Lu, defensive Swords Dance Necrozma-DM, and Arceus-Dark are good partners for handling Dragon Dance Necrozma-DM that may attempt to set up on Gliscor. For specially defensive Gliscor, alternate switch-ins to Miraidon such as Arceus-Ground, Arceus-Fairy, Zacian-C, and Flutter Mane are nigh-mandatory, as Gliscor cannot take repeated Draco Meteors reliably.

Other Options

Swords Dance can be run to make Gliscor a surprisingly effective wallbreaker when combined with Earthquake and Knock Off. However, this set relies on the surprise factor quite a bit, so it's not very consistent. Bulldoze and Sand Tomb are both viable attacking options, with Bulldoze notably annoying Dragon Dance users like Arceus-Ground, but Earthquake and Knock Off generally have more use. Taunt is possible to prevent set up from opposing Pokemon, although its utility is usually not enough to justify it over Gliscor's other options. U-turn may be run as a momentum option, but the loss of Protect greatly reduces Gliscor's bulk.

Checks and Counters

Necrozma-DM: Necrozma-DM takes little from Earthquake, is immune to Toxic, and can easily use Dragon Dance or Swords Dance on Gliscor without much worry. However, Necrozma-DM must be wary of Knock Off, especially if Spikes are on the field.

Special Attacks: Gliscor quickly falls apart against the many strong special attackers in Ubers, such as Miraidon, Kyogre, Eternatus, and Calm Mind Arceus formes. These Calm Mind Arceus formes like Arceus-Water or Arceus-Ground use Tera Poison or Steel to become immune to Gliscor's Toxic. Dragon Dance Arceus-Ground may run Ice Beam to quickly dispatch Gliscor as well, although specially defensive Gliscor is only 2HKOed.

Taunt: Taunt from various Arceus formes, Miraidon, and Landorus-T can completely stop Gliscor from doing anything useful.

Poison-immune Flying-types: While rare, Corviknight utterly walls Gliscor and can prevent it from gaining momentum with Defog. Skarmory is immune to Toxic and Earthquake and can Spikes or Whirlwind with impunity on Gliscor.

Orthworm: Orthworm is immune to Earthquake and Toxic and can use Gliscor as a free Shed Tail opportunity.

Ice-types: Calyrex-I and Chien-Pao have little issue OHKOing any Gliscor that has not used Tera Water.

Giratina-O: While it despises Toxic, Giratina-O can Defog away Gliscor's entry hazards and heavily damage Gliscor with Hex. Giratina-O can also use Tera Steel to become immune to Toxic.

Gliscor: Gliscor is ironically a check to itself, as it is immune to Toxic and Earthquake and takes little from Knock Off. Thus, the Gliscor that has more PP will win.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
60
Accuracy
100%
PP
15
100% chance to lower the foe(s) Attack by 1.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
100
Accuracy
90%
PP
10
High critical hit ratio.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio. 10% chance to poison.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
40
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
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
30
Accuracy
100%
PP
10
Nullifies Detect, Protect, and Quick/Wide Guard.
 
Power
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
120
Accuracy
80%
PP
5
30% chance to poison the target.
 
Power
Accuracy
PP
30
Raises the user's Defense by 1.
 
Power
95
Accuracy
95%
PP
10
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
65
Accuracy
95%
PP
15
10% chance to freeze. 10% chance to flinch.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
80
Accuracy
100%
PP
15
100% chance to lower the target's Attack by 1.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
15
Accuracy
100%
PP
35
30% chance to poison the target.
 
Power
50
Accuracy
100%
PP
25
High critical hit ratio. 10% chance to poison.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
85
Accuracy
100%
PP
10
Destroys screens, unless the target is immune.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
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
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
25
Accuracy
90%
PP
20
Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
 
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
90%
PP
10
100% chance to lower target's Sp. Atk by 1.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
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
Accuracy
PP
20
Hurts grounded foes on switch-in. Max 3 layers.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
50
Accuracy
100%
PP
20
100% chance to lower the foe(s) Sp. Atk by 1.
 
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
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
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
65
Accuracy
95%
PP
15
10% chance to paralyze. 10% chance to flinch.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
PP
20
Poisons grounded foes on switch-in. Max 2 layers.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target is poisoned.
 
Power
60
Accuracy
100%
PP
35
No additional effect.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
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