Type to start searching.

Available search filters:

  • .ability, .a
  • .type, .t
  • .damage, .dmg (damage category for moves)
  • .description, .desc, .d
  • .tag
In other gens:

Natu

In-battle formes

HP:40
Attack:50
Defense:45
Sp. Atk:70
Sp. Def:45
Speed:70
Min (-ve nature, 0 IVs)10
Default13
Max Neutral16
Max Positive17
Max Neutral (+1)24
Max Positive (+1)25
Max Neutral (+2)32
Max Positive (+2)34
Little Cup
Defensive14
Life Orb17
Dual Screens17

Evolutions

Strategies

  • en
Formats:
Written by Water Drone

Overview

Natu has a unique Psychic / Flying typing as well as a unique and useful ability in Magic Bounce. With access to a fairly large movepool, Natu can fill a number of roles effectively. Between its defensive, dual screens, and offensive sets, Natu can make a good fit for any team. However, Natu does have some flaws. Its unique typing makes it very vulnerable to the common Electric-, Dark-, and Rock-types in the tier. Even though its ability allows it to bounce entry hazards away, it still often loses to common Stealth Rock users due to a type disadvantage. Although it has nice offensive coverage, it has terrible offensive stats to use its coverage properly. Overall, Natu can be a great addition to any team, but it needs support and prediction to use correctly.

Defensive

Move 1
  • Psychic
    10% chance to lower the target's Sp. Def by 1.
    TypePsychic
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 2
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying
Move 3
  • Heat Wave
    10% chance to burn the foe(s).
    TypeFire
    CategorySpecial
    Power95 BP
    Accuracy90%
Move 4
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
  • Thunder Wave
    Paralyzes the target.
    TypeElectric
    Accuracy100%

Moves

Roost is used for a steady source of recovery and to improve Natu's longevity. Psychic is a STAB move that hits Poison- and Fighting-types for lots of damage, as well as dealing plenty of damage to anything that doesn't resist it. Heat Wave is a great coverage option to hit Ferroseed and Pawniard, which otherwise beats Natu super effectively. U-turn is used to gain momentum and also to hit opposing Psychic-types for decent amounts of damage. Lastly, Thunder Wave allows Natu to spread status with no drawbacks, as it cannot be hit with Taunt or statused itself.

Set Details

The given EVs maximize HP for more mixed bulk and hit Eviolite numbers in Natu's defensive stats, and the remaining EVs are put into Special Attack and Speed for slightly more offensive presence. A Bold nature increases Natu's Defense, which helps it take hits. Magic Bounce is why Natu has a niche in Little Cup, preventing it from being hit with Taunt, or statused, as well as bouncing back entry hazards. Finally, Eviolite is the only item that should be considered on this set, as Natu needs the bulk.

Usage Tips

Natu can always switch in on a predicted status or hazard move, but it should be wary of attacks. It should never stay in on Dark-types, as they typically have the upper hand. Use Roost whenever you have the chance in order to replenish health to boost Natu's longevity, as while Natu is bulky, it can get worn down. When in doubt, use U-turn to gain momentum and switch into a good option to take care of your opponent. Thunder Wave anything that you need gone or that threatens your team. Good Thunder Wave targets include Pawniard, which might use Sucker Punch, and Fletchling, which poses a threat to lots of Pokemon on many teams.

Team Options

Natu provides plenty team support. Dwebble, Fletchling, and Houndour appreciate the protection from Stealth Rock, as they aren't very bulky. Shell Smash users such as Omanyte, Dwebble, and Tirtouga can be partners as well, as they appreciate hazards gone. Natu can also deal with threatening Grass-types for these Pokemon. Fighting-types work well with Natu, as they take care of troublesome Dark-types. Ground-types such as Diglett help to beat threatening Electric-types. Anything that is weak to entry hazards and crippled by status typically benefit from Natu's presence.

Life Orb

Move 1
  • Psychic
    10% chance to lower the target's Sp. Def by 1.
    TypePsychic
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 2
  • Heat Wave
    10% chance to burn the foe(s).
    TypeFire
    CategorySpecial
    Power95 BP
    Accuracy90%
  • Dazzling Gleam
    No additional effect. Hits adjacent foes.
    TypeFairy
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 3
  • Sucker Punch
    Usually goes first. Fails if target is not attacking.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%
    Priority1
  • Giga Drain
    User recovers 50% of the damage dealt.
    TypeGrass
    CategorySpecial
    Power75 BP
    Accuracy100%
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying
Move 4
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%

Moves

Psychic is a STAB move that hits Poison- and Fighting-types for large amounts of damage. It also deals plenty of damage to anything that does not resist it. Heat Wave is a great coverage option for Ferroseed and Pawniard, which otherwise beats Natu. Dazzling Gleam is a good way for Natu to beat Dark-types such as Vullaby which are otherwise some of its worst matchups. Sucker Punch allows Natu to hit threatening Ghost-types such as Gastly, as well as Psychic-types such as Abra. It also helps to pick off weakened opponents. Giga Drain is a great coverage move that allows Natu to deal with some of its biggest threats, including Tirtouga, Omanyte, and weakened Chinchou. Roost is used for a steady source of recovery that improves Natu's longevity. Lastly, U-turn is used to gain momentum, while also hitting opposing Psychic-, Grass-, and Dark-types for decent damage.

Set Details

196 Speed EVs allow Natu to hit 17 Speed, which is a highly valuable Speed tier. 196 EVs go into Special Attack to allow Natu to hit harder, and 116 EVs in Attack are used so that U-turn and Sucker Punch do respectable amounts of damage. Magic Bounce is the obvious ability, as it bounces back status moves that could stop a sweep. A Naive nature is good to both boost Speed while not lowering either offensive stat. Finally, Life Orb is used to hit hard, while 19 HP IVs are used to reduce Life Orb damage.

Usage Tips

Offensive Natu is not bulky, so it should not be switching into attacks often. Always switch in on predicted status moves. Use U-turn whenever you don't know what your opponent will do, as it allows you to gain momentum. Life Orb damage racks up quickly, so use Roost when you run low on health. As this Natu variant is frail, slow Volt Switch and U-turn users are good teammates to get it in. Chinchou has good type synergy with Natu, while Mienfoo resists Knock Off.

Team Options

Dwebble, Fletchling, and Houndour appreciate the protection from Stealth Rock, as they aren't very bulky. Shell Smash users, such as Omanyte, Dwebble, and Tirtouga, can also work as partners, as they appreciate having entry hazards removed. Natu can also deal with threatening Grass-types for these Pokemon. Ground-types such as Drilbur can beat problematic Electric-types for Natu. Diglett works especially well as it traps and can safely KO them. Other Pokemon that are weak to entry hazards and crippled by status benefit from Natu's presence.

Dual Screens

Move 1
Move 2
Move 3
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 4
  • Psychic
    10% chance to lower the target's Sp. Def by 1.
    TypePsychic
    CategorySpecial
    Power90 BP
    Accuracy100%
  • Wish
    Next turn, 50% of the user's max HP is restored.
    TypeNormal

Moves

Reflect and Light Screen provide bulk to Natu and its teammates, allowing them to set up. U-turn is for momentum, and it is a good way to get Natu's teammates in after setting up dual screens. Psychic is a good STAB move that is used so that Natu has at least some offensive presence. Wish can be used instead to provide recovery, and Natu can pass Wishes to its teammates via U-turn to ensure that they're at full health.

Set Details

Light Clay is best run here to increase the number of turns that dual screens will be up. This set is not meant to be offensive, as it is used just to set up screens while passively preventing entry hazards as well as providing Wish support. Magic Bounce is the obvious ability. The EV spread is used so that this Natu can be flexible when setting up dual screens. 196 Speed EVs are used so Natu can outspeed many Pokemon and get up screens reliably. 36 EVs are invested into Attack to give U-turn some power, while the rest of the EVs are put into HP and defenses to maximize Natu's bulk. A Jolly nature is used to raise Speed while lowering Special Attack. If you are using Psychic, you can put the 36 EVs into Special Attack instead of Attack and use a Timid nature.

Usage Tips

Switch Natu in on any status and hazards, but be wary of attacks. Set up dual screens to help teammates tank hits and pass Wishes. Use U-turn to gain momentum when you don't know what your opponent is going to do. Prediction is key on this set, so always predict switch-ins. Finally, always switch out of Dark-types such as Pawniard, as Natu can't do anything to them.

Team Options

Many Pokemon appreciate protection from entry hazards, and Natu works well to mitigate this issue for many Pokemon. Dwebble, Fletchling, and Houndour appreciate the protection from Stealth Rock, as they aren't very bulky. Shell Smash Pokemon such as Omanyte, Dwebble, and Tirtouga can be used as well, because they appreciate dual screens' protection as well as hazard blocking. Natu can also deal with threatening Grass-types for these Pokemon. Ground-types such as Drilbur can beat problematic Electric-types for Natu. Diglett works especially well as it traps and can safely KO them. Finally, anything that is weak to entry hazards and crippled by status can benefit from Natu's presence.

Other Options

Natu has several other options, but they either don't really fit well into its sets or are outright outclassed. Shadow Ball can be used to hit Psychic- and Ghost-types, but it is generally better to use Sucker Punch. Tailwind can be used to help Natu's teammates by giving them a free Speed boost. It would also allow Natu to get up screens faster, and it could allow Natu to invest in more bulk. Calm Mind can be used with Roost on a sweeper set, but Natu is generally too frail to pull such a set off. Air Cutter can be used as a secondary STAB move, it but is weak. Haze can be used on the Eviolite set to stop sweepers in their tracks, but Natu is typically too frail to tank hits before hazing. Toxic can be used as an alternative to Thunder Wave. Zen Headbutt can be used on a physically based Natu, but its special movepool is much better. Lastly, Feather Dance can be used on a defensively based Natu to lower opponents' Attack.

Checks and Counters

Rock-types: Rock-types such as Dwebble, Tirtouga, and Archen have a type advantage against and can force Natu to switch, or KO with their respective STAB moves.

Ghost-types: Gastly, Honedge, and Frillish can all KO Natu with a super effective STAB move. They have to be wary of Sucker Punch, however. Additionally, Gastly cannot switch in due to being threatened by Psychic.

Electric-types: Magnemite, Chinchou, and Elekid can all KO Natu with their super effective STAB moves.

Dark-types: Pawniard, Houndour, and Vullaby can all safely beat Natu with Knock Off, Sucker Punch, or Dark Pulse. Additionally, Dark-types can Pursuit trap Natu so they pose an especially threat. Pawniard has to be wary of Heat Wave, and Vullaby has to watch out for Dazzling Gleam, however.

Special Walls: Special walls such as Spritzee, Munchlax, and Lickitung wall Natu pretty hard. Spritzee is able to set up on Natu, Munchlax can aim for a Body Slam paralysis, and Lickitung can cripple Natu with Knock Off.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
60
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
Accuracy
PP
15
Switches position with the ally on the far side.
 
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
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
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
100%
PP
10
Confuses the target.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
80
Accuracy
100%
PP
20
No additional effect.
 
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
Accuracy
100%
PP
15
Lowers the target's Attack by 2.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
120
Accuracy
100%
PP
10
Hits two turns after being used.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
10
Swaps Defense and Sp. Def changes with target.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
30
For 5 turns, shields user's party from critical hits.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
10
For 5 turns, all held items have no effect.
 
Power
Accuracy
PP
20
Copies a foe at 1.5x power. User must be faster.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
40
Psychic hits Dark. Evasiveness ignored.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
100%
PP
15
A sleeping target is hurt by 1/4 max HP per turn.
 
Power
Accuracy
100%
PP
15
Does damage equal to the user's level.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
35
Accuracy
100%
PP
35
No additional effect.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
Accuracy
PP
10
Swaps Attack and Sp. Atk stat stages with target.
 
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
Accuracy
100%
PP
10
Transfers the user's status ailment to the target.
 
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
40
Accuracy
100%
PP
30
Usually goes first.
 
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
20
User cures its burn, poison, or paralysis.
 
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
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
100%
PP
15
The target's Ability becomes Simple.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
140
Accuracy
90%
PP
5
Charges, then hits turn 2. 30% flinch. High crit.
 
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
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
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
80
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
120
Accuracy
100%
PP
10
Hits adjacent Pokemon sharing the user's type.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
Accuracy
PP
20
Fails when used.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
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.
Loading...