
Base Stats: 125 / 100 / 80 / 85 / 75 / 55 (520)
Abilities: Serene Grace / Run Away / Rattled
Notable Moves:



*Hyper Drill: 100 BP 100 Acc 8PP Normal move that ignores protect moves.
Forms:
Dudunsparce comes as a Two-Segment or Three-Segment form. There are no competitive differences between the two.
Pros: - Impressive bulk that is a cut above Amoonguss' level.
- Decently powerful Boomburst user. Usable special attack in general gives it a whole slew of coverage.
- Sustainable stealth rock user thanks to roost. Amazing paralysis spreader with Glare or Serene Grace Body Slam.
Cons:
- Faces huge competition from Blissey, who was a similar movepool but superior special defense and Natural Cure
- While normal type provides an important ghost immunity, it possesses no other resistances and is vulnerable to all forms of status and passive damage.
- Offenses are ok, but can be lacking when uninvested.
- Base 55 speed could be better. As the evolved mon of a paraflincher, many paralyzed targets can still outspeed it.
- Paraflinching sets suffer 4MSS
Terastral Potential:
- Dudunsparce will most likely opt for defensive terra types such as poison, fairy, ground, or water. The normal teratype benefits mostly for Boomburst sets. Thanks to it's massive offensive movepool, other unorthodox tera types can be used if you want STAB on a different move that abuses Serene Grace. Lastly, with Rattled revolving around getting hit by a ghost, dark, or bug type move, offensive sets may opt for a type that could reliably trigger it.
Potential Sets:
Specially Defensive
Dudunsparce-Three-Segment @ Heavy Duty Boots / Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Atk / 252 SpD
Terra Type: Fairy
Careful Nature
- Body Slam
- Stealth Rock / Headbutt
- Roost
- Dragon Tail
Serves as a team's premier specs Dragapult switch-in. With boots, It is unable to be 2hkoed by Draco as well as Timid Scarf Chi-Yu's Overheat. Unfortunately, Blissey boasts far better damage calcs, so Dudunsparce would need to differentiate itself by it's ability to paralyze through taunt Palafin / Iron Bundle or its ability to phase via Dragon Tail. If your team is already comfortable with setting rocks, paraflinching is on the table.
Physically Defensive
Dudunsparce @ Rocky Helmet / Leftovers
Ability: Serene Grace
EVs: 252 HP / 172 Def / 84 Spe
Terra Type: Grass / Water
Bold Nature
IVs: 0 Atk
- Glare
- Boomburst
- Roost
- Stealth Rock / Air Slash / Flamethrower / Earth Power
As a physically defensive mon, Dudunsparce needs to take advantage of the fact that it can paralyze ground types. Glare gives you a consistent paralysis option that even nails ghost types. Uninvested boomburst is stronger than both uninvested Body Slam and Hyper Drill. More importantly, it targets the special defense, which is usually a ground type's weaker side. This means that mons like Garchomp, Quagsire, Hippowdon, and Great Tusk take respectable damage without even risking contact damage. As a bonus, Boomburst also goes through Substitute which is a common answer for Glare.
Once again, if rocks are not needed, you can opt for the myriad of its special moves. Air Slash can be used for the paraflinch combo with the least immunities, Flamethrower hits steels, most notably Balloon Gholdengo and Corviknight, and Earth Power deals with the paralysis immune Iron Thorns and Magnezone. It also handles rock types like Glimmora, with the 20% spdef drop chance synergizing better with Glare and Boomburst.
Speed Evs creep a paralyzed Jolly Garchomp and uninvested base 65s such as Scizor. You can also opt for a little more speed evs to creep a paralyzed Iron Treads, but it will be difficult to make progress against it without SE coverage. Grass as a defensive tera type gives you the coveted ground resist. If you are running rocks, Rattled should be the ability instead as you will have no moves with secondary effects. One Rattled boost gets you 250 speed, which outspeeds Adamant Cetitan and Breloom.
Coil
Dudunsparce-Three-Segment @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 172 SpD / 84 Spe
Tera Type: Dragon
Careful Nature
- Coil
- Body Slam
- Roost
- Dragon Rush
The most dedicated paraflincher you can get. Dragon Rush synergizes with coil's accuracy boost, and unlike Headbutt, it hits rock and ghost types neutrally, and shreds dragon types, all at the cost of doing no damage to fairies, which Body Slam somewhat covers. The optional Dragon tera makes Dragon Rush hit (way) harder than Headbutt when factoring in STAB.
Choice Specs
Dudunsparce @ Choice Specs
Ability: Rattled / Serene Grace
EVs: 20 HP / 252 SpA / 236 Spe
Tera Type: Normal
Modest Nature
IVs: 0 Atk
- Boomburst
- Fire Blast
- Earth Power
- Shadow Ball / Glare
All out attacker that defines itself as having the 2nd strongest Boomburst available. While Toxtricity has the most powerful Boomburst, Dudunsparce makes it up with it's stellar natural bulk. The rest of its moves are to deal with normal type switch-ins. As damage is the main concern, Rattled may be used over Serene Grace to give you the speed boost from stray U-Turns. The speed evs just need to outpace max neutral base 50s such as Kingambit and Azumarill. However the given speed evs at +1 outspeeds Adamant Garchomp and Jolly Annihilape.
Dedicated Tera Sweeper
Dudunsparce @ Weakness Policy
Ability: Rattled
EVs: 4 Def / 252 SpA / 252 Spe
Tera Type: Psychic / Dark
Modest Nature
IVs: 0 Atk
- Boomburst
- Agility
- Stored Power
- Fire Blast
Probably just a gimmick set, but it punishes stray U-Turns with a +2/0/2/0/1 when you terastalize. Dudunsparce can persuade mons like Corviknight and Iron Bundle to U-Turn by threatening big damage or paralysis from its assumed sets. Max speed is needed to hit 522 speed after Rattled+Agility, allowing you to outspeed many common scarfers up to base 108 speed. Psychic Tera gives you a super powerful Stored Power and a resistance to Body Press, but Dark may be used to prevent Sucker Punch from stopping your sweep. Fire Blast is the coverage move of choice, as it threatens Gholdengo, Corviknight, and Kingambit. Calm Mind could be slashed over one of it's coverage, depending on which Tera type you pick.
In the end, Dudunsparce will always face competition as a spdef or physdef wall. So in order to carve a niche for itself, it will need to use its passable offensive tools in tandem with its unrivaled ability to paralyze targets.