Great Tusk
Type - Ground / Fighting
Stats - 115/131/131/53/53/87
Ability - Protosynthesis
Notable Moves
Physical - Headlong Rush, Close Combat, Ice Spinner, Rapid Spin, Stone Edge, Rock Slide, Body Press, Heavy Slam, Iron Head, Knock Off, Play Rough, Earthquake, Zen Headbutt, Fire Fang, Thunder Fang
Special - Don't Use Special Sets
Status - Sunny Day, Endeavor, Bulk Up, Stealth Rock, Substitute, Taunt
Protosynthesis
If Sunny Day is active or Booster Energy held, the highest stat is 1.5x if speed or 1.3x if any other stat.
Pros
- Great Physical Bulk. 115 hp + 131 defense is amazing.
- Incredible Offensively. 131 attack with two excellent and complimenting 120 bp stab moves and incredible coverage from moves like stone edge and ice spinner, and combine that with 87 base speed and rapid spin or even choice scarf for +1 speed to become a potent sweeping/cleaning threat.
- Protosynthesis. When under sun or carrying a booster energy, it can give itself a life orb boost or even defense boost if so desired (though not recommended due to booster energy being a one time boost). When going with its incredible offensive profile and rapid spin or choice scarf, this pokemon is absolute terrifying to face without a proper revenge killer.
- Electric Immune. Pretty self explanatory. Being immune to volt switch and any other strong electric type move is very useful.
- Hazard clearing/setting. Rapid spin doesn't only boost its speed, but also one of the more limited ways of clearing hazards so far this gen. In addition, it has stealth rocks, so if you don't have any other users on your team you can fit it on this at the cost of coverage.
Cons
- Poor overall defensive typing. Asides from the electric immunity and also a 4x resist to rock and a 2x resist to dark, this pokemon has to use its naturally good physical defense and hp to really eat any hits. With so many strong special attackers in the meta and even more of them having super effective hits against Great Tusk, it is very unsurprising to see it get revenge killed by something like Flutter Mane or unable to switch into battle in the first place.
- Pitiful special defense. 53 is extremely lackluster, and coupled with the previous point, this pokemon very often is unable to do anything against the opponent's powerful threats if they outspeed Great Tusk.
- Lack of recovery. Unfortunately, if you want to use it as a physically defensive wall, even if you are able to make use of its resists, Great Tusk will just get worn down over time, especially with its spikes weakness.
Tera Potential?
Great Tusk makes for a solid tera user on more offensive teams/sets. Utilizing fighting tera, its already very strong close combat gets jacked up to new heights, and with rapid spin or choice scarf can potentially allow it to sweep. However, it by no means has to tera to be effective, allowing you to delegate the tera of the battle to another strong offensive threat while maintaining Great Tusk's offensive potency. Meanwhile, you should probably not Tera this if running a more defensive spread, as it won't make as great use of it as other pokemon on your team likely could.
General Offensive
Great Tusk @ Assault Vest / Leftovers / Heavy-Duty Boots / Booster Energy
Ability: Protosynthesis
Tera Type: Fighting
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Ice Spinner / Stone Edge / Knock Off / Stealth Rock
- Rapid Spin / Stealth Rock / Substitute
This is the set I've used the most, with my personal choice being the two stabs, ice spinner, and rapid spin. This can pose as a wallbreaker, a sweeper, a cleaner, an emergency check to certain physical attackers, and/or a hazard setter/remover. Overall very effective and relatively splashable set. As for the items, they should be something that can keep Great Tusk alive, even if for only one more turn, so that it can fire off another attack, or in the case of booster energy, to ease its time blowing through a team that may have one or two pokemon unable to be ko'd by Great Tusk.
Choice Scarf
Great Tusk @ Choice Scarf
Ability: Protosynthesis
Tera Type: Fighting
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Ice Spinner / Stone Edge / Knock Off
- Knock Off / Stone Edge / Rapid Spin
Pretty overall basic set, you have your stabs, you have your coverage moves for flying types, and then the last slot is pretty whatever. Knock off for utility, extra useful due to the limited distribution this gen, stone edge for more damage on certain things where ice spinner won't be as effective, and rapid spin if you're in a pinch where you absolutely need hazards gone.
Bulk Up
Great Tusk @ Leftovers / Booster Energy
Ability: Protosynthesis
Tera Type: Fighting
EVs: 252 Atk / 4 Def / 252 Spe OR EVs: 248 HP / 4 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Headlong Rush / Earthquake
- Close Combat / Body Press
- Rapid Spin
May seem a bit weird, with the below average defensive typing and clash between its stabs dropping defenses and bulk up boosting them, but the point of this set is to make Great Tusk a sweeping threat if given a free turn or two. The two spreads do different things. The first one is to work as the general offensive set with rapid spin and stabs, but can use bulk up if given a free turn. The second spread is more dedicated to sweeping but harder to pull off. Booster energy for guaranteed speed boost (hence the basically no attack evs), rapid spin for another one to make sure you outpseed things like booster energy Flutter Mane, and bulk up to provide a boost so Great Tusk can hit hard enough. Bulk Up Great Tusk is overall more experimental and definitely harder to fit though, so don't expect to use or see it much.
Physically Defensive
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Earthquake
- Body Press
- Rapid Spin
- Knock Off / Stealth Rock / Protect (?)
With its great hp and defense stat, it can pose as a solid defensive piece with rapid spin and knock off or stealth rocks for good utility. With its great defenses, body press makes for a great stab move. Unfortunately, Great Tusk also lacks any recovery outside of leftovers and is spikes weak, so it'll have trouble staying alive long term.
Overall
Great Tusk is an awesome pokemon, with a great offensive toolkit and typing, and can remove and set hazards with rapid spin and stealth rocks. Great Tusk also has potential as a bulk up sweeper or a defensive piece. However, it has very poor special defense, has common weaknesses, no recovery, and can sometimes need a free turn or two do be able to do everything it wants. All in all, Great Tusk has plenty of flaws, but plenty of pluses, and might be exactly what you need on a team.
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