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Wigglytuff

In-battle formes

HP:140
Attack:70
Defense:45
Sp. Atk:85
Sp. Def:50
Speed:45
Min (-ve nature, 0 IVs)85
Default126
Max Neutral189
Max Positive207
Max Neutral (+1)283
Max Positive (+1)310
Max Neutral (+2)378
Max Positive (+2)414

Evolutions

Strategies

  • en
Formats:
  • Draft
Written by Torkoal Fever

Overview

Draft Order: Round 8

Price Range: 1 point

Overview: Wigglytuff on paper looks very promising as a low-tier bulky support piece, with a Fairy typing, a gargantuan HP stat, and an enormous support movepool. Wigglytuff is generally unable to fill all the same defensive roles as other Fairy-types due to its low defensive stats, lack of a Fighting resistance, and generally lower longevity compared to higher-tier Fairy-types like Clefable, but it can be serviceable in a pinch. However, Wigglytuff does find an interesting niche as a solid check to Ghost-, Dragon-, and Dark-types, and it can leverage its support movepool and coverage to assist teammates well during certain matchups.

Common Roles

Defensive Utility: Wish, Thunder Wave, and Knock Off give Wigglytuff the tools to act as a support Pokemon and cleric for its teammates, especially during matchups against weaker offensive Pokemon, or Ghost- and Dragon-types. Wigglytuff is typically used in this role to disrupt the opponent’s offense and setup sweepers and provide opportunities for its teammates to take advantage of.

Common Moves

Primary STAB Moves: Alluring Voice, Hyper Voice, Play Rough, Body Slam

Setup Moves: Nasty Plot, Calm Mind

Utility Moves: Knock Off, Stealth Rock, Wish, Thunder Wave, Taunt, Encore, Disable, Reflect, Light Screen, Brick Break, Protect, Psychic Noise

Coverage: Flamethrower, Fire Blast, Thunderbolt, Ice Beam, Energy Ball, Focus Blast, Psychic, Psyshock, Shadow Ball

Niche Moves

Misty Explosion: Misty Explosion can be used on lead Wigglytuff movesets in order to deal respectable damage and bring in a teammate safely to pick off the opponent.

Perish Song: In an emergency situation, Perish Song can be used to put a time limit on a particularly threatening foe, such as a Dragon Dance sweeper or bulky Calm Mind user.

Common Items

Leftovers: Leftovers improves Wigglytuff’s longevity, allowing it to live hits more easily, disrupt foes, and more frequently heal teammates with Wish.

Heavy-Duty Boots: Heavy-Duty Boots allows Wigglytuff to switch in more easily against teams with strong entry hazard-setting, preventing it from taking large chip damage from Stealth Rock, Spikes, and poison via Toxic Spikes, which can be a severe detriment to Wigglytuff's longevity.

Niche Items

Light Clay: Used on movesets with Reflect and Light Screen, Light Clay allows Wigglytuff to reduce incoming damage towards its teammates for a longer time.

Mental Herb: Mental Herb can be used as a one-time nullification of Taunt or Encore, guaranteeing Wigglytuff that it can use Stealth Rock or Thunder Wave.

Rocky Helmet: Wigglytuff's passable bulk allows it to switch in on physical attackers, using Rocky Helmet to inflict damage against foes with contact moves and punish foes with pivoting moves such as U-turn.

Tera

Wigglytuff should not be drafted as a Tera Captain due to its subpar bulk and offensive stats. If Wigglytuff is made a secondary Tera Captain, Tera Fairy can be used to allow Wigglytuff to check Fighting-types and bolster its Alluring Voice. Alternatively, Tera Fire can let it function as a lure versus Steel-types, resisting their super effective coverage and hitting them back with a boosted Flamethrower or Fire Blast.

Draft Strategy

Wigglytuff should only be considered as a very niche pick for the main purpose of helping teams that struggle with Ghost-, Dragon-, and Dark-types. Using its large utility movepool for disruption, Wigglytuff can act as a decent check to these Pokemon, but it should not be the only Pokemon on a team to cover these roles.

Offensive Threats: Disruption utility in the form of Thunder Wave provided by Wigglytuff is enjoyed by offensive threats such as Darkrai, Tornadus-T, and Enamorus, which in particular appreciate speed control and can find more opportunities to wallbreak or set up. Wigglytuff’s ability to be a blanket check to Ghost- and Dark-types means that it can take the pressure off of Psychic-type attackers by sponging incoming Ghost- and Dark-type moves decently well. Latios and Deoxys-S therefore appreciate Wigglytuff’s typing and support capabilities moreso than others.

Entry Hazard Setters: Wigglytuff is a Stealth Rock setter, and while it might not be reliable in an extended match, it can alleviate pressure from other Stealth Rock setters such as Great Tusk, Iron Treads, and Landorus-T and allow them to run more offensive movesets if they're required.

Checks and Counters

Taunt / Encore: Wigglytuff is highly reliant on status moves to provide support for its teammates, so Taunt from the likes of Ogerpon and Tornadus-T can completely disrupt Wigglytuff and allow for free turns of setup if Wigglytuff is not running disruption itself in the form of Alluring Voice. Encore from Annihilape, Iron Valiant, and Iron Bundle can completely shut down Wigglytuff and allow for free turns of setup or damage.

Steel- and Fire-types: While Wigglytuff carries coverage for Steel-types, many such as Gholdengo, Iron Treads, and Iron Crown are faster and either strong enough to OHKO Wigglytuff or bulky enough to shrug off non-STAB Flamethrower or Fire Blast. Wigglytuff does not carry any meaningful offensive coverage for most Fire-types and so struggles to deal significant damage. Heatran, Cinderace, and Chi-Yu can therefore reliably handle Wigglytuff with Taunt or strong offensive coverage and STAB Fire-type moves.

Strong Wallbreakers: Naturally strong wallbreakers like Gouging Fire, Ursaluna, and Thundurus-T may overwhelm Wigglytuff's bulk and push past its Wish + Protect strategy. Due to the predictability of this set, setup sweepers can use the turns that Wigglytuff uses Protect to boost their offenses with Dragon Dance, Swords Dance, or Nasty Plot. Most of these Pokemon do need to fear its Thunder Wave, however.

Credits

Moves

 
Power
80
Accuracy
100%
PP
10
100% confuse target that had a stat rise this turn.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Snow.
 
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 Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
50
Accuracy
100%
PP
20
100% chance to lower the target's Attack by 1.
 
Power
Accuracy
PP
20
Uses the last move used in the battle.
 
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 make the target flinch.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
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
40
Accuracy
PP
15
This move does not check accuracy. Hits foes.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
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
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
100%
PP
5
Target repeats its last move for its next 3 turns.
 
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
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
80
Accuracy
100%
PP
10
User on Psychic Terrain: 1.5x power, hits foes.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's Sp. Def by 2.
 
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
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
Accuracy
100%
PP
5
More power the slower the user than the target.
 
Power
Accuracy
PP
10
Heals the target by 50% of its max HP.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
90
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
80
Accuracy
100%
PP
15
Ends the effects of terrain.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
100
Accuracy
100%
PP
5
User faints. User on Misty Terrain: 1.5x power.
 
Power
Accuracy
PP
10
5 turns. Can't status,-Dragon power vs grounded.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
Accuracy
PP
5
All active Pokemon will faint in 3 turns.
 
Power
90
Accuracy
90%
PP
10
10% chance to lower the target's Attack by 1.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
90%
PP
15
40, 80, 120 power, or heals target 1/4 max HP.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
75
Accuracy
100%
PP
10
For 2 turns, the target is prevented from healing.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
55%
PP
15
Causes the target to fall asleep.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
100%
PP
10
More power with more uses of Stockpile.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
Accuracy
PP
20
Raises user's Defense, Sp. Def by 1. Max 3 uses.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
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
PP
10
Heals the user based on uses of Stockpile.
 
Power
Accuracy
75%
PP
10
Causes the target to become confused.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
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
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
90%
PP
20
Paralyzes the target.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
90
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
Accuracy
PP
10
Next turn, 50% of the user's max HP is restored.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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