Grumpig

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QC: Megazard / 2xTheTap / Anty
GP: * / *
grumpig.gif

[OVERVIEW]

Grumpig's good HP and Special Defense stats in conjunction with Thick Fat allow it to take on a lot of Fire-, Ice-, and Psychic-types like Ninetales, Cryogonal, and Mr. Mime. A wide movepool gives it access to many tools like Thunder Wave for offensive teams and Taunt and Toxic for taking on stall. It also has access to Shadow Ball and Focus Blast, giving it coverage against other Psychic-types like Mr. Mime and Dark- and Steel-types like Pawniard and Probopass. Unfortunately, its less-than-stellar Defense leaves it with a weakness to physical attackers like Dodrio and Leafeon on top of being weak to Dark-type moves, which are fairly common. Grumpig also does not possess any reliable recovery, meaning it can get chipped down pretty easily and relies on Leftovers to gain any HP by itself. Nonetheless, due to the number of positive traits that Grumpig possesses, it isn't very hard to stick on teams, especially when looking at the number of Pokemon it can check regardless if it runs its offensive set for balanced and bulky offensive playstyles or specially defensive set for stall and semi-stall.

[SET]
name: Offensive Utility
move 1: Psychic
move 2: Focus Blast
move 3: Shadow Ball
move 4: Taunt / Thunder Wave
item: Colbur Berry / Leftovers
ability: Thick Fat
nature: Timid
evs: 80 HP / 252 SpA / 176 Spe

[SET COMMENTS]
Moves
========

Psychic is a reliable STAB move that allows Grumpig to do heavy damage to Monferno and Poison-types like Muk. Focus Blast is for hitting Steel-, Dark-, and Normal-types like Probopass, Pawniard, and Stoutland. Shadow Ball makes it so Grumpig can hit Psychic- and Ghost-types harder, including Gourgeist-XL, Mr. Mime, Drifblim, Metang, and opposing Grumpig. Taunt can be used to stop slower Pokemon like Duosion and Clefairy from setting up or walls like Audino and Gourgeist-XL from spreading status or recovering HP through a move. Thunder Wave can be used to slow down faster threats like Floatzel and Gorebyss, crippling them or even allowing Grumpig to pick them off more easily.

Set Details
========

Maximum Special Attack investment gives Grumpig more of an offensive presence. 176 Speed with a Timid nature is just enough to let it outspeed Adamant Monferno and Stoutland. The rest is thrown into HP to give Grumpig a little more bulk. Colbur Berry allows Grumpig to check many more threats than it can otherwise, like Sucker Punch Arbok, Pawniard, and Mightyena, while also preventing it from getting stomped on by Pursuit and Knock Off users. Note that Colbur Berry doesn't stop Pokemon with Dark-type coverage from hitting super hard, with some examples being Leafeon, Dodrio, and Kingler. Leftovers provides passive recovery, allowing Grumpig to take more hits for its teammates. Thick Fat grants Grumpig the ability to come in on Fire- and Ice-type attacks with ease.

Usage Tips
========

Switch Grumpig into predicted Ice- and Fire-type attacks like Articuno's Freeze-Dry and Ninetales's Fire Blast; however, Grumpig should be careful when switching into physically offensive Fire-types like Monferno and mixed Simisear, as they are prime examples of Pokemon that are able to exploit Grumpig's lower Defense stat. Additionally, Grumpig should be extremely cautious of Pursuit trappers like Bouffalant and Metang that may be coming in, so either go for a Focus Blast when they are weakened enough to be picked off or pull a double switch when you predict them to come in.

Team Options
========

Grass-types such as Leafeon, Roselia, Sawsbuck, and Tangela like Grumpig's ability to check special Fire- and Ice-types. Roselia also likes having Psychic-types checked. Physically defensive Pokemon synergize well with Grumpig, since they can take hits for Grumpig that it doesn't usually want to deal with; some examples for partners are Metang and Gabite. Audino can keep Grumpig healthy by passing it Wishes, while Grumpig helps to check Fighting-types that trouble Audino. Special sweepers like Simipour and Regice appreciate Grumpig's ability to chip down the opposing team and stop supportive Pokemon that may try to throw status at them. Slower wallbreakers like Stoutland, Simisage, and Relicanth appreciate the Thunder Wave support, as it allows them to outspeed threats they couldn't before. Vullaby is a nuisance for Grumpig, so teammates that can deal with it like Rotom-F and Zebstrika benefit Grumpig a lot. Golem is a great partner for Grumpig on balanced teams; Golem can take on a large number of physical attackers for Grumpig like Ninjask and Dodrio, while in return, Grumpig can check Monferno. Grumpig can also switch into specially based Ice- and Fighting-type moves on Golem's behalf like Rotom-F's Blizzard, Regice's Ice Beam, and Mr. Mime's Focus Blast.

[SET]
name: Specially Defensive
move 1: Psychic
move 2: Focus Blast
move 3: Thunder Wave / Toxic
move 4: Taunt / Protect / Toxic
item: Leftovers
ability: Thick Fat
nature: Calm
evs: 248 HP / 36 Def / 224 SpD

[SET COMMENTS]
Moves
========

Psychic prevents Grumpig from being completely passive and provides a nice STAB move to deal with Fighting-types. Focus Blast nails Rock-, Steel-, and Dark-types like Probopass and Pawniard, stopping them from taking full advantage of Grumpig. Thunder Wave slows down faster offensive Pokemon like Simisage and Jumpluff. Toxic, on the other hand, puts a timer on bulky Pokemon that may try to stay in for a while, such as Audino and Cryogonal. Protect works to scout Choice-locked Pokemon and allow Grumpig to gain a little bit of Leftovers recovery. Taunt mainly is used for stopping slower Pokemon from using entry hazards (like Spikes from Quilladin and Stealth Rock from Camerupt), Grumpig from getting hit by Toxic, and slow setup sweepers like Munchlax and Clefairy. It can also prevent opposing Pokemon from recovering HP via moves like Roost and Synthesis. Whirlwind forces your foe to switch, which can both save your team against a setup sweeper and spread chip damage via entry hazards.

Set Details
========

Leftovers gives Grumpig a little more longevity. 36 Defense EVs let Grumpig avoid the OHKO from a +2 Adamant Monferno after Stealth Rock. Maximum HP and 224 Special Defense EVs alongside a Calm nature boost Grumpig's specially defensive capabilities. Thick Fat acts as extra set of resistances to Fire- and Ice-type moves.

Usage Tips
========

Use Grumpig's unique set of resistances to pivot into Fire-, Ice-, and Psychic-types like Ninetales, Cryogonal, and Mr. Mime. Grumpig should try to stay away from physical attackers, as its Defense stat isn't the best, which means having to take a heavy blow will hinder its ability to pivot into things it is meant to check. Try to avoid Pokemon with access to Pursuit like Murkrow, Bouffalant, and Metang. It is best to either double switch before they have the opportunity to use Pursuit or use Thunder Wave and follow up with an attack. Use Protect as much as possible to gain more Leftovers recovery, stack up more Toxic damage on your foe, and scout for Choice-locked Pokemon like Choice Band Stoutland and Choice Scarf Rotom, but do not use it so often that it gives your opponent the opportunity to set up with a sweeper or lay entry hazards.

Team Options
========

Grumpig fits onto defensively inclined builds, since its resistances and utility can provide a lot to a team. Physically defensive partners complement Grumpig's Special Defense, with examples being Gourgeist-XL, Relicanth, Stunfisk, and Dusclops. Grumpig appreciates cleric support due to how fast it can be worn down. Audino can provide Wish support to keep Grumpig's HP up, and Altaria can provide Heal Bell support in case Grumpig ever gets afflicted with a status effect. Grumpig struggles with Dark-types, so using Pokemon that can remove them is very beneficial. For example, Monferno can deal with Mightyena and Pawniard, while Rock-types like Probopass and Golem can handle Murkrow.

[STRATEGY COMMENTS]
Other Options
=============

Choice Specs in tandem with Trick lets Grumpig cripple its switch-ins and provides a considerable boost in power, but it disallows Grumpig to switch between moves. Choice Scarf can be used, and while the added resistances and surprise factor can be useful, it is overall inferior to Choice Scarf Mr. Mime due to Grumpig's lower Speed. Energy Ball lets Grumpig hit Rock-, Ground-, and Water-types like Politoed, Stunfisk, and specially defensive Golem. Signal Beam makes it so Grumpig can hit both Psychic-types and Dark-types that may attempt to switch in, like Mightyena and Beheeyem. Power Gem can be used to hit Vullaby, Articuno, Crustle, and Ninetales harder and even secure the OHKO on Murkrow as it's switching into a predicted Psychic. Future Sight can force your opponent to switch in order to mitigate Future Sight's damage; however, fitting Future Sight on Grumpig's offensive set is quite difficult, as it would require removing one of its utility moves. A spread of 160 HP / 252 SpA / 96 Spe with a Modest Nature gives Grumpig more bulk and is just enough Speed to allow Grumpig to outspeed Adamant Pawniard. Psyshock does more damage to specially defensive Pokemon like Roselia and Cyrogonal than Psychic and becomes even scarier when combined with Calm Mind. Heal Bell gives Grumpig the ability to heal itself and its team of status, which gives it a better match up versus Scald users. It is kind of hard to fit onto Grumpig's moveset, though, especially since it is already cramped.

Checks and Counters
===================

**Strong Physical Attackers**: Grumpig does not have the bulk to take on physically offensive Pokemon such as Dodrio and Leafeon. Most won't have much trouble KOing Grumpig after a little bit of chip damage, which is very easy to do, since Grumpig lacks reliable recovery.

**Type Advantage**: Grumpig's Psychic typing can be a defensive liability and makes it vulnerable to common Bug-, Dark- and Ghost-type attacks such as U-Turn, Shadow Ball, and Knock Off. Therefore, Grumpig can be easily pressured by Pokemon with access to these moves, like Leafeon, Misdreavus, and Ninjask.

**Pursuit**: Pursuit users like Stoutland, Dusknoir, Murkrow, Bouffalant, and Metang are all able to KO Grumpig, or if it's holding a Colbur Berry, weaken it considerably and force it to consume its Berry prematurely.

**Chip Damage**: Grumpig lacks anything to heal itself with outside of Leftovers, so residual damage from entry hazards and status effects like Will-O-Wisp and Toxic from Gourgeist-XL and Lumineon get in the way of what Grumpig wants to accomplish.
 
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This is good overall but there are a few conceptual problems here and there:

  • Has good speed and special attack meaning it can work offensively.

Instead of just saying it can work offensively, I would say it is good offensively specifically because of Taunt and its good coverage.

  • Weak to Dark-types, which are very common.

Dark Types are not that common, only Pawniard is really used a lot. However Dark-type moves (specifically Knock Off) is, and that would be important to mention in an overview.

  • Calm Mind with Life Orb or Twisted Spoon can make Grumpig a nice mid game wallbreaker. This and Substitute can make it even more scary since Grumpig can now take advantage of more passive Pokemon like Audino and Stunfisk.

You should mention Calm Mind with Leftovers as it is more common, and especially with Subsitute.


  • Signal Beam makes it so Grumpig can target down Gogoat and Leafeon but doesn't provide much out of that too justify its use over Shadow Ball.

Remove the Gogoat mention, it literally does 0 to Gogoat anyway. Also the main purpose of Signal Beam is to hit Psychic-types while also hitting Mightyena/Krok/Murkrow on the switch unlike Shadow Ball.

Other stuff you might want to put in OO:
- Future Sight
- mixed defenses EV spread
- Scarf*
- Trick + Ring Target*

(I put * for the more gimmicky ones)

Also should mention in Set Details the 160 HP/252 SpA/96 Speed Spread with Modest Nature.
 
SlaySlenderDragon XD please finish this. Also the QC think there should be some changes to the sets' moves:

name: Offensive Utility
move 1: Psychic / Psyshock (hits stuff like bouff/cryo/toed)
move 2: Focus Blast
move 3: Shadow Ball
move 4: Taunt / Thunder Wave
With Toxic in Moves section

name: Specially Defensive
move 1: Psychic
move 2: Focus Blast
move 3: Thunder Wave / Toxic
move 4: Taunt / Toxic
With Protect/Rest/Whirlwind also in Moves

Also in OO mention an alternate spread of 160 HP / 252 SpA / 96 Spe in OO which outspeeds pawn, and also power gem in oo for vullaby
 
This looks mostly good, but copying the on-site analysis directly like you have in UT is plagiarism. Please don't do that. Also it kinda defeats the point of revamping since we're trying to rewrite and improve the analysis not give the same shit again. People can get infracted for this stuff. So just rewrite whatever is copied, in addition to implementing this check. Also,
galbia-Today at 3:06 PM
put it in MAD

Overview
This is ok but third bullet doesn't say anything new at all and I think it's worth mentioning alright but not incredible speed

Set
Psyshock can be deslashed, moves is alright but psychic is really better. Also switch the order of Colbur and Lefties (don't forget to do that in set details as well)

Set Details
Don't forget to swap the order for colbur and lefties. Also mention stoutland over gabite there bc way more relevant and max speed gabite isn't even the analysis spread so it just feels better

Usage Tips
Talk about when you want to use taunt or twave, and keeping grumpig healthy bc it's often needed for late game SD monferno/RP regice/something else. Not enough stuff here

Team Options
The third bullet is so vague I barely understand it
Audino bc wish passing keeps it alive longer and pig checks fighters for it
Special sweepers

SPDEF SET
Slash protect between taunt and toxic pls also add that to moves and UT

Moves
There's like no effort here, it's pretty self explanatory and probably ok in writeup but you could add more. Also add whirlwind here

UT
Still really bare, and the whole "when to use what" is p oversimplified and the third bullet barely means anything. more stuff pls

Team Options
Lickilciky isn't a relevant wish user and both ampharos and articuno arent really relevant heal bell users.

OO
Heal bell on defensive
I dont rly agree with LO on CM at all, lefties or twisted spoon makes more sense

C&C
This needs examples of stuff, it's just like "strong physical attackers" and then doesnt even list any. Expand more on all of these pls
Change dark types and dark coverage users to like "super effective attackers" (not sure on correct language) and add something about misdreavus since it not getting mentioned at all is an issue
Make a section on pursuit w/stout, murkrow, dusknoir, metang
New order can be physical attackers / SE attackers / pursuit / chip damage

tag me when this is implemented and I'll look over again but the important thing is to rewrite all of the plagiarized parts SlaySlenderDragon XD
 
Last edited by a moderator:
Overview
This needs something about how splashable Grumpig is thanks to the high amount of things it can check. This is such a massive force in the meta because it's so easy to slap on a ton of teams

Moves
It looks like there's a bit of an emphasis on Shadow Ball hitting ghosts, the ability to hit other grumpig and mime is really the main draw here

Set Details
Similarly, talking about colbur vs lefties needs to specify that you only want lefties if you already feel really safe vs machoke and don't need the easier switchin, because that's a huge thing to sacrifice (i might be overstating this a tiny bit but that's seriously what it boils down to for me)
Name pursuit/knock users and specify that certain ones (CB leaf, dusknoir, dodrio) can still do a ton to it w/non-dark moves

Usage tips
This could use some examples in p much all of them, like fisk for the first and leafeon for the last or something
You have examples on the second one, but Grumpig would prefer to just OHKO SD monferno anyway
Say something about how you need to be careful with keeping this thing healthy because it's not the hardest to chip and things like regice can roll through you after that

Team Options
I wouldn't really call grumpig a psychic killer at all, not sure why that's mentioned repeatedly. It can check opposing psychics and switch into mime but it's not like you can switch into other grumpig or metang and expect to just win that matchup
You could mention some things that benefit from grumpig being good at spreading paralysis
Teammates to take on vullaby

Moves / Set Details
This is really basic stuff but at the same time the descriptions are really generic like "thunder wave slows down faster pokemon" or "whirlwind phazes setup sweepers", it's obvious stuff but something not so blatantly obvious would be cool
Oh also moving heal bell here would be nice, don't forget to take it out of OO

Usage Tips
Focus Blast doesn't nail most pursuit users really (metang, dusknoir, dodrio/floatzel hit harder by psychic) just stout/pawn/krow

Team Options
Things to take on vullaby
You could mention how this mon normally fits on more defensively inclined teams as opposed to the offensive set. Talking about the general structure a mon fits on is always helpful

OO
Choice Scarf is like inferior mime but can have some resists in niche cases + surprise factor
Future sight

C&C
"Choice Band users" doesnt count as an example
There's no need to give the option of just getting flat out trapped, it's not really a choice you're trying to make unless you want to describe the alternative of being KOed
You have no examples for things running super effective attacks in C&C and no ghost types, this part could really use some rewriting

lmk when implemented and I'll stamp Take an Azelfie
 
QC: * / * / *
GP: * / *
grumpig.gif

[OVERVIEW]
  • Good HP and special defense in conjunction of Thick Fat allows it to take on a lot of Fire, Ice, and Psychic-types like Simisear, Cryogonal and Mr. Mime.This only applies to non-Knock Off Simisear, so I wouldn't cite it as an example here. Its LO Knock Off does a ton to Grumpig (physically oriented mixed variants OHKO Grumpig without Colbur Berry). I would be more comfortable with using things like SD Monferno, Rotom-F, Regice, and SubNP Ninetales as possible examples over Simisear.
252 Atk Life Orb Simisear Knock Off (97.5 BP) vs. 160 HP / 0 Def Grumpig: 322-380 (94.4 - 111.4%) -- 68.8% chance to OHKO
252 Atk Life Orb Simisear Knock Off (97.5 BP) vs. 80 HP / 0 Def Grumpig: 322-380 (100.3 - 118.3%) -- guaranteed OHKO

  • Good movepoll giving it access to many tools like Thunder Wave, Taunt, and the rare Heal Bell. Also possesses offensive coverage in Focus Blast and Shadow Ball. You could give brief examples when you elaborate on this a bit by talking about the functions of each move; for example, what does Taunt allow it to beat? You could also mention Toxic and Whirlwind if you're going to talk about Heal Bell. On stall and semi-stall teams where you're using SpDef Grumpig, Heal Bell is often better on Audino, Altaria, or Clefairy as Grumpig is really just strapped for a moveslot to fit Heal Bell given the number of coverage and utility moves it wants to use.
  • One of the few Fighting-resist.If you look at all the Ghost-, Flying-, Bug-, and Psychic-types in the tier, there are actually a good number of Fighting resists in the tier. Instead, rephrase this and say something more specific to the effect of, it's able to check the tier's premier Fighting-types such as Machoke and Monferno thanks to Thick Fat, its decent Speed tier, and its ability to hold a Colbur Berry.
  • Due to the amount of splashability and positive traits that Grumpig possesses, Grumpig isn't very hard to stick on teams especially when looking at the amount of Pokemon it can check. See last bullet point
  • Defense leaves up weaknesses to physical attackers. Give examples of a physical attacker that checks Grumpig
  • Weak to Dark-type moves, which are very common.
  • Has no reliable recovery meaning it can get chipped down pretty easily. Say that it relies on Leftovers for recovery, too.
  • What kind of teams does Grumpig fit on and why? You can also combine this with your 4th bullet point, and then use this as your concluding sentence to end on a positive note, which will set a better tone for the rest of the analysis.

[SET]
name: Offensive Utility
move 1: Psychic
move 2: Focus Blast
move 3: Shadow Ball
move 4: Taunt / Thunder Wave
item: Colbur Berry / Leftovers
ability: Thick Fat
nature: Timid
evs: 80 HP / 252 SpA / 176 Spe

[SET COMMENTS]
Moves
========

  • Psychic is a reliable STAB that allows Grumpig to do heavy damage to Machoke and Monfernoas well as just be a reliable offensive move.
  • Focus Blast is for hitting Dark and Normal-types like Ursaring, Stoutland, and Pawniard.
  • Shadow Ball makes it so Grumpig can hit Psychic and Ghost-types harder like Gourgeist-XL, Mr. Mime, Drifblim, and opposing Grumpig.Metang, too, if you are predicting it to Pursuit, you can stay in with Colbur and whittle it down for Grumpig's teammates.
  • Taunt can be used to stop slower Pokemon like Duosion and Clefairy from setting up or walls like Audino and Gourgeist from spreading status or healing themselves with recovery moves.
  • Thunder Wave can be used to slow faster paced threats like Floatzel and Gorebyss which can cripple them or even allow Grumpig to pick them off easier.

Set Details
========

  • Colbur Berry allows Grumpig to check many more threats than it was able to like Sucker Punch Arbok, Pawniard, and Mightyena while also not letting it get stomped on by Pursuit and Knock Off users. To note, Colbur Berry doesn't stop Pokemon with dark coverage from hitting super hard, some examples would be Leafeon, Dodrio, and Kingler.
  • Leftovers provides passive recovery allowing Grumpig to take more hits for its teammates. Leftovers should only be used if your team already has a comfortable match-up against Machoke and you don't fear PursuitGrumpig always fears Pursuit, so you can leave that last bit out.
  • Thick Fat grants Grumpig the ability to come in on Fire and Ice-type attacks with ease.
  • Max special attack investment give Grumpig more of an offensive pressence.
  • 176 speed with a Timid nature is just enough to let it outspeed non speed boosting natured Monferno and Stoutland.
  • The rest is thrown into HP to give Grumpig a little bit more bulk

Usage Tips
========

  • Taunt is an effective tactic against slower Pokemon such as Stunfisk and Roselia, and should be used to prevent slower Pokemon that are unable to threaten Grumpig offensively from setting or removing entry hazards, using a status effect, or healing themselves with a recovery move.
  • Thunder Wave should be used against faster threats that are harder for your team to revenge kill such as Floatzel or faster sweepers like Nasty Plot Ninetales and Rock Polish Regice. Keeping Grumpig alive for these threats could also end up being very useful. (You say this crossed out portion in the last bullet point)
  • Use Grumpig as a switch in to Ice-types like Articuno and special Fire-types like Ninetales, physical Fire-types are something Grumpig should be cautious of. Rapidash, Monferno, and Mixed Simisear are the prime examples they can all exploit Grumpig's lower defense.
  • Grumpig should switch out of faster physical attackers like Leafeon and Relicanth (Yes, it can't switch into Relicanth, but it wouldn't necessarily have to switch out of Relicanth since you check non-Chople variants with Focus Blast, if Grumpig is run offensively. Use something like Ninjask as an example here instead). Switch Grumpig out on any given opportunity. Additionally Grumpig should be extremely cautious of Pursuit trappers like Stoutland and Murkrow who may be coming in, either go for a Focus Blast when they are weakened enough to be picked off or pull doubles when they are predicted to come on.
  • Grumpig should try to be kept healthy in order to stop Pokemon like Regice from plowing through your team. Removing hazards before entry and not leaving Grumpig in on unneccesary attacks are to things to keep in mind since Grumpig can get chipped down pretty easilly.
Team Options
========

  • Grass-types such as Leafeon, Roselia, Sawsbuck, and Tangela like Grumpig's ability to check Special Fire and Ice-types. Roselia also likes having Psychics removed as well.
  • Physically Defensive Pokemon synergize well with Grumpug since they can take hits for Grumpig that it doesn't usually want to deal with, some examples for partners would be Metang and Gabite.
  • Audino can keep Grumpig alive by passing Wish into it while Grumpig helps to check Fighting-types that trouble Audino.
  • Special Sweepers appreciate Grumpig's ability to to chip down the opposing team and stop supportive Pokemon who may try to throw status at them. Simipour and Butterfree for example.This sentence was more or less taken from the older analysis and uses different examples, but still misses why Grumpig's Taunt + a special attacker is nice. The examples you listed also commonly use Substitute + a boosting move, so you should emphasize Grumpig's ability to stop special walls from healing themselves after they've been dented by special attackers.
  • Slower wallbreakers like Stoutland, Flareon, and Beheeyem Could use more viable examples here: LO Simisage is a better wallbreaker with its mixed set. Given it's outsped by many offensive threats, it would do well with T-wave support. appreciate the Thunder Wave support allowing them to outspeed faster threats in which they were unable to before is really neat.
  • Vullaby is a nuisance for Grumpig so teammates that can deal with it like Life Orb Mr. Mime and Zebstrika. I don't really agree with Mr. Mime + Grumpig on the same team, so citing Rotom-F as an example for something that threatens out Vullaby over LO Mr. Mime may be better.
  • Use Golem as a partner to Grumpig on balance teams; Golem can take on a large number of physical attackers for Grumpig (choice locked Stoutland, Ninjask, Purugly, Dodrio, etc.), while in return, Grumpig can check Fighting-types (Adamant Monferno, some Machoke variants assuming Colbur), as well as switch into specially based Ice- and Fighting- type moves on Golem's behalf like Rotom-F's Blizzard and Regice's Ice beam.
[SET]
name: Specially Defensive
move 1: Psychic
move 2: Focus Blast
move 3: Thunder Wave / Toxic
move 4: Taunt / Protect / Toxic
item: Leftovers
ability: Thick Fat
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]
Moves
========

  • Psychic prevents Grumpig from being completely passive and provides a nice STAB which can help to deal with Fighting-types.
  • Focus Blast nails Rock and Dark-types(your examples' common grouping is Steel here) like Probopass and Pawniard which stops Pokemon from taking full advantage of Grumpig.
  • Thunder Wave slows faster more offensive Pokemon like Simisage and Jumpluff.
  • Toxic on the other hand puts a timer on Pokemon who may try to stay in for a while such as Audino and Articuno who fall onto the more bulky side.
  • Protect helps to scout Choice locked Pokemon and gain a little bit of leftovers recovery
  • Taunt mainly is used for stopping slower Pokemon from using hazards could list an example here, like SpDef Cameruptand Toxic againt Grumpig but it can also stop the recovery or Pokemon that rely on moves such as Roost and Synthesis.
  • Whirlwind can be used to force opponents into uncomfortable situations as well as an emergency check to sweepers. It can also help on hazard stacking teams to help spread chip damage.
  • Heal Bell gives Grumpig the ability to heal itself of status which gives it a better match up versus scald users but also remove its teammates statuses as well. It is kind of hard to fit into Grumpig's moveset though especially since it is already cramped enough.

Set Details
========

  • Leftovers helps to give Grumpig a little more longevity
  • Max HP and Special Defense investment alongside a Calm nature boost Grumpig's specially defensive capabilities
  • Thick Fat acts as extra set of resistances to Fire and Ice-type moves

Usage Tips
========

  • Use Grumpig as a pivot to special Fire, Ice, and Psychic-types like Mr. Mime and Simisear use Ninetales as an example over Simisear, or specify that Grumpig can take on specially offensive variants of Simisear lacking Knock Off, specifically. since Grumpig first of all resists Psychic-type moves but also has Thick Fat deal deal with the other two.
  • Use Thunder Wave against offensive Pokemon, Toxic against bulky walls, and Taunt to stop slower Pokemon to stop them from healing themselves, setting or removing entry hazards, or crippling Grumpig with a status effect.setting up or inflicting status effects upon Grumpig
  • Grumpig should try to stay away from physical attackers as Grumpig's physical defense isn't the best which means having to take a heavy blow will render its ability to pivot into things it is meant to check.
  • Try to avoid Pokemon that have Pursuit as it really cripples Grumpig's game plan, pulling double switches is the safer route of going about this but if you want to get riskier than Focus Blast is an option but it really only hits Stoutland, Murkrow, and Pawniard.
  • Use Protect as much as possible to gain more Leftovers recovery, stack up more Toxic damage on your foe, and scout for choice locked Pokemon. But do not give up free turns that your opponent can take advantage of like setting up boost or laying down hazards. I know the last analysis did not give examples right here, but in addition to gaining more back from Leftovers and racking up more poison damage via Toxic, which choice-locked Pokemon could Protect be used to take advantage of? (Scarf Rotom-F / CB Stoutland). The way this is written is also very similar to the old analysis.

Team Options
========

  • Grumpig likes to fit itself onto defensively inclined builds since its resistances and utility can provide a lot to a team.
  • Physically defensive partners that complement Grumpig's special defense as they can take strong physical attacks. Examples being Gourgeist-XL, Probopass, Relicanth, Stunfisk, and Dusclops.
  • Grumpig appreciates cleric support due to how fast Grumpig can get worn down. Audino provides Wish support to keep its HP up and Altaria can provide Heal Bell in case Grumpig ever gets inflicted with a status effect.
  • Grumpig struggles with Dark-types so having Pokemon with a good match up against them like Monferno and Machoke are beneficial to Grumpig. very similar to old analysis: Machoke and Monferno help take on the Dark- and Steel-types that wall Grumpig and help check Vigoroth.
  • Vullaby, while not particularly found of the status effects Grumpig throws around, is very annoying for Grumpig to deal with so having Pokemon to remove Vullaby like Rotom-F and Clefairy can be very beneficial.

[STRATEGY COMMENTS]
Other Options
=============

  • Calm Mind with Leftovers or Twisted Spoon (an option in other cases, but CM sets should use Leftovers)can make Grumpig a nice mid game wallbreaker. This and Substitute can make it even more scary since Grumpig can now take advantage of more passive Pokemon like Audino and Stunfisk.
  • Choice Specs in tandem of Trick can give Grumpig an added to boost to all of its moves at the cost of not being able to switch up your moves after using one.
  • Choice Scarf can be used but is inferior to Mr. Mime, but the added resistances and surprise factor can be useful at times.
  • Energy Ball lets Grumpig hit Rock, Ground, and Water-types like Politoed, Lapras, and Golem.
  • Signal Beam makes it so Grumpig can hit Psychic-types as well as Dark-types who may attempt to switch in like Mightyena and Murkrow.
  • Power Gem can be used to target hit Vullaby but not much outside of that harder than its other moves do while expanding its coverage to cover Articuno, hit Bug-types like Crustle and Armaldo and Fire-types like Ninetales harder, as well as secure the OHKO on Murkrow as it's switching in.
  • Future Sight can add some mind games into the mix sometimes forcing your opponent to play differently. Unfortunately this can not stack with itself meaning that Grumpig's Psychic STAB is much less reliable. Would remove last sentence, given you would most likely use Future Sight + another Psychic-type move. Instead, say using Future Sight on its current set would take up a useful utility move, which makes FS a difficult fit.
  • A spread of 160 HP / 252 SpA / 96 Spe with a Modest Nature gives Grumpig more bulk and is just enough speed to outspeed Pawniard.
  • Add Psyshock as an option: hits specially bulky Pokemon much harder than Psychic can, and is especially threatening to these walls when used in tandem with Calm Mind. Roselia is one notable example that Psyshock hits much harder.

Checks and Counters
===================

**Strong Physical Attackers**: Grumpig does not have the bulk to take on physically offensive Pokemon such as Dodrio and Leafeon. Most won't have much trouble trying killing fainting Grumpig after a little bit of chip damage which is very easy to get since Grumpig lacks reliable recovery.

**Super Effective Attacks**: Grumpig's Psychic typing makes it prone to so many types. Bug-, Dark- and Ghost-type coverage like Signal Beam, Shadow Ball, and Bug Buzz use a more common Bug-type move here over Bug Buzz: U-Turn pressure Grumpig a lot since it cannot make up the loss HP itself which can be found on a variety of special attackers like Electrode, Kadabra, and other Grumpig. Dark-type moves are also Super Effective and very common throughout moves like Knock Off and Crunch which can be found on Pokemon like Leafeon and Stoutland forcing Grumpig into an uncomfortable position, especially if it lacks Colbur Berry or has already consumed it.

**Pursuit**: All Pursuit users can scare Grumpig as it limits its ability to switch. Stoutland, Dusknoir, Pawniard, Murkrow, and Metang all carry Pursuit most of the time. This either forces Grumpig to play smartly or consume its Colbur Berry.

**Chip Damage**: Grumpig lacks anything to heal itself outside of Leftovers so residual damage from hazards and status effects be more specific, which status effects and which Pokemon commonly carry them? get in the way of what Grumpig wants to accomplish.
E: All done. Changes made in bold, and I crossed out some sentences I found to be redundant or incorrect.

There was a fair bit of this that was taken from the old analysis. In the future if you write these, please refrain from plagiarizing so much. It's okay to use older analyses as a jump point to get an idea before you write, but you should try to rely on your own metaknowledge instead.

Implement these changes, Take Azelfie, and then I can stamp for 2/3.
 
Last edited:
i think the specially defensive grumpig set should be 248/36/224+
(hp/def/sdef)

that way you get this:

+2 252+ Atk Life Orb Monferno Flare Blitz vs. 248 HP / 36 Def Thick Fat Grumpig: 269-317 (74.1 - 87.3%) -- guaranteed 2HKO after Stealth Rock

instead of having a chance to die.

the spdef loss is incredibly minimal:

252 SpA Life Orb Raichu Thunderbolt vs. 248 HP / 252+ SpD Grumpig: 101-121 (27.8 - 33.3%) -- 91.4% chance to 3HKO after Stealth Rock
252 SpA Life Orb Raichu Thunderbolt vs. 248 HP / 224+ SpD Grumpig: 103-122 (28.3 - 33.6%) -- 96.6% chance to 4HKO after Leftovers recovery
 
E: All done. Changes made in bold, and I crossed out some sentences I found to be redundant or incorrect.

There was a fair bit of this that was taken from the old analysis. In the future if you write these, please refrain from plagiarizing so much. It's okay to use older analyses as a jump point to get an idea before you write, but you should try to rely on your own metaknowledge instead.

Implement these changes, Take Azelfie, and then I can stamp for 2/3.
2xTheTap come stamp this whenever, would also like to know if I can implement trc's change
 
There are still leftover points from my last check that haven't been implemented yet; let me know when they are so I can stamp this, Take Azelfie
 
QC: Megazard / * / *
GP: * / *
grumpig.gif

[OVERVIEW]
  • Good HP and special defense in conjunction of Thick Fat allows it to take on a lot of Fire, Ice, and Psychic-types like Ninetales, Cryogonal and Mr. Mime.
  • Good movepool giving it access to many tools like Thunder Wave for offensive teams, Taunt, and the rare Heal Bell for beating stall easier. It also possesses offensive coverage in Focus Blast and Shadow Ball which gives it coverage against other say Psychic-types that would otherwise resist its combination of Psychic and Focus Blast, like Mr. Mime ('other Grumpig' is a fine example, but don't make it your only example in the overview for what Shadow Ball hits) and Rock-types like Golem and Probopass Focus Blast is really for hitting Dark- and Steel-types, which is what I'd highlight here instead (Pawniard and Probopass).
  • I would edit out Heal Bell in the overview because 1) it doesn't really have the slot for it (you mentioned this in moves on its second set) 2) the move is used more effectively by Altaria / Clefairy / Audino on stall and semi-stall (like I said in my last check). If Grumpig doesn't commonly use it in this meta, then it probably doesn't belong in overview.
  • One of the best offensive checks to the premier Fighting-types of the tier: Monferno and Machoke due to its Psychic-typing, Thick Fat, and ability to hold a Colbur Berry.
  • Defense leaves up weaknesses to physical attackers like Dodrio and Leafeon.
  • Weak to Dark-type moves, which are very common.
  • Has no reliable recovery meaning it can get chipped down pretty easily and relies on Leftovers to gain any HP for itself.
  • Due to the amount of splashability and positive traits that Grumpig possesses, Grumpig isn't very hard to stick on teams especially when looking at the amount of Pokemon it can check whether it would be its offensive set for Balance and Bulky Offense or Specially Defensive set for Stall and Semistall.
[SET]
name: Offensive Utility
move 1: Psychic
move 2: Focus Blast
move 3: Shadow Ball
move 4: Taunt / Thunder Wave
item: Colbur Berry / Leftovers
ability: Thick Fat
nature: Timid
evs: 80 HP / 252 SpA / 176 Spe

[SET COMMENTS]
Moves
========

  • Psychic is a reliable STAB that allows Grumpig to do heavy damage to Machoke and Monferno
  • Focus Blast is for hitting Dark-, Steel- and Normal-types like Ursaring, Stoutland, Probopass, and Pawniard. Ursaring checks Grumpig, not the other way around. Don't use Ursaring as an example here because it outspeeds and OHKOes Grumpig with Facade once Quick Feet is activated by Toxic Orb
  • Shadow Ball makes it so Grumpig can hit Psychic and Ghost-types harder like Gourgeist-XL, Mr. Mime, Drifblim, Metang, and opposing Grumpig.
  • Taunt can be used to stop slower Pokemon like Duosion and Clefairy from setting up or walls like Audino and Gourgeist from spreading status or recovery HP through a move.
  • Thunder Wave can be used to slow faster paced threats like Floatzel and Gorebyss which can cripple them or even allow Grumpig to pick them off easier.

Set Details
========

  • Colbur Berry allows Grumpig to check many more threats than it was able to like Sucker Punch Arbok, Pawniard, and Mightyena while also not letting it get stomped on by Pursuit and Knock Off users. To note, Colbur Berry doesn't stop Pokemon with dark coverage from hitting super hard; some examples would be Leafeon, Dodrio, and Kingler.
  • Leftovers provides passive recovery allowing Grumpig to take more hits for its teammates. Leftovers should only be used if your team already has a comfortable match-up against Machoke.
  • Thick Fat grants Grumpig the ability to come in on Fire and Ice-type attacks with ease.
  • Max special attack investment give Grumpig more of an offensive pressence.
  • 176 speed with a Timid nature is just enough to let it outspeed non speed boosting natured Monferno and Stoutland.
  • The rest is thrown into HP to give Grumpig a little bit more bulk

Usage Tips
========
  • Taunt is an effective tactic against slower Pokemon such as Stunfisk and Roselia, and should be used to prevent slower Pokemon that are unable to threaten Grumpig offensively from setting or removing entry hazards, using a status effect, or healing themselves with a recovery move.
  • Thunder Wave should be used against faster threats that are harder for your team to revenge kill such as Floatzel or faster sweepers like Nasty Plot Ninetales and Rock Polish Regice. Keeping Grumpig alive for these threats could also end up being very useful. Delete this - if I cross something out (like I did in my last check), it means you should delete that portion.
  • Use Grumpig as a switch in to Ice-types like Articuno and special Fire-types like Ninetales, physical Fire-types are something Grumpig should be cautious of. Rapidash, Monferno, and Mixed Simisear are the prime examples they can all exploit Grumpig's lower Defense.
  • Grumpig should switch out of faster physical attackers like Leafeon and Ninjask. Switch Grumpig out on any given opportunity.Delete this Additionally Grumpig should be extremely cautious of Pursuit trappers like Stoutland and Murkrow who may be coming in, either go for a Focus Blast when they are weakened enough to be picked off or pull doubles when they are predicted to come on.
  • Grumpig should be kept healthy in order to stop Pokemon like Regice from plowing through your team. Removing hazards before entry and not leaving Grumpig in on unnecessary attacks are to things to keep in mind since Grumpig can get chipped down pretty easilly.
Team Options
========

  • Grass-types such as Leafeon, Roselia, Sawsbuck, and Tangela like Grumpig's ability to check Special Fire and Ice-types. Roselia also likes having Psychics removed as well.
  • Physically Defensive Pokemon synergize well with Grumpug since they can take hits for Grumpig that it doesn't usually want to deal with, some examples for partners would be Metang and Gabite.
  • Audino can keep Grumpig alive by passing Wish into it while Grumpig helps to check Fighting-types that trouble Audino.
  • Special Sweepers appreciate Grumpig's ability todelete this to chip down the opposing team and stop supportive Pokemon who may try to throw status at them. Simipour and Butterfree Highlight something more viable than Butterfree for example. Taunt helps to stop special walls from recovery HP after they have been dented. Some sweepers like the ones listed can use Substitute in order to take advantage of the attacks coming off from the opponent. You can edit this sentence down quite a bit still so that it reads more clearly: the basic idea is that Grumpig wears down special walls with its nice offensive coverage, and then prevents recovery via Taunt, which in turn opens up the way for special sweepers like Simipour/sage/sear, Raichu, Ninetales, etc. to break through the wall you just weakened.
  • Slower wallbreakers like Stoutland, Simisage, and Beheeyem appreciate the Thunder Wave support allowing them to outspeed faster threats in which they were unable to before is really neat.
  • Vullaby is a nuisance for Grumpig so teammates that can deal with it like Rotom-F and Zebstrika.
  • Golem is a great partner to Grumpig on balance teams; Golem can take on a large number of physical attackers for Grumpig like Ninjask and Stoutland while in return, Grumpig can check Fighting-types. Grumpig can also switch into specially based Ice- and Fighting- type moves on Golem's behalf like Rotom-F's Blizzard and Regice's Ice beam.
[SET]
name: Specially Defensive
move 1: Psychic
move 2: Focus Blast
move 3: Thunder Wave / Toxic
move 4: Taunt / Protect / Toxic
item: Leftovers
ability: Thick Fat
nature: Calm
evs: 248 HP / 36 Def / 224 SpD

[SET COMMENTS]
Moves
========

  • Psychic prevents Grumpig from being completely passive and provides a nice STAB which can help to deal with Fighting-types.
  • Focus Blast nails Rock, Steel, and Dark-types like Probopass and Pawniard which stops Pokemon from taking full advantage of Grumpig.
  • Thunder Wave slows faster more offensive Pokemon like Simisage and Jumpluff.
  • Toxic on the other hand puts a timer on Pokemon who may try to stay in for a while such as Audino and Articuno who fall onto the more bulky side.
  • Protect helps to scout Choice locked Pokemon and gain a little bit of leftovers recovery
  • Taunt mainly is used for stopping slower Pokemon from using entry hazards like Spikes from Quilladin and Stealth Rock from Camerupt, as well as Toxic used against Grumpig. It can also prevent opposing Pokemon from recovering HP via moves like Roost and Synthesis.
  • Whirlwind forces your foe to switch, which can both save your team against a setup sweeper, as well as spread chip damage via entry hazards.
  • Heal Bell gives Grumpig the ability to heal itself of status which gives it a better match up versus scald users but also remove its teammates statuses as well. It is kind of hard to fit into Grumpig's moveset though especially since it is already cramped enough.

Set Details
========

  • Leftovers helps to give Grumpig a little more longevity
  • 36 Defense EVs lets Grumpig avoid the OHKO from a +2 Adamant Monferno after Stealth Rock.
  • Max HP and 224 investment alongside a Calm nature boost Grumpig's specially defensive capabilities.
  • Thick Fat acts as extra set of resistances to Fire and Ice-type moves.

Usage Tips
========

  • Use Grumpig as a pivot to special Fire, Ice, and Psychic-types like Mr. Mime and Ninetales since Grumpig first of alldelete this resists Psychic-type moves but also has Thick Fat deal to deal with the other two.
  • Use Thunder Wave against offensive Pokemon, Toxic against bulky walls, and Taunt to stop slower Pokemon from healing themselves, setting or removing entry hazards, or crippling Grumpig with a status effect.
  • Grumpig should try to stay away from physical attackers as Grumpig's physical defense isn't the best which means having to take a heavy blow will render its ability to pivot into things it is meant to check.
  • Try to avoid Pokemon that have Pursuit as it really cripples Grumpig's game plan, pulling double switches is the safer route of going about this but if you want to get riskier than Focus Blast is an option but it really only hits Stoutland, Murkrow, and Pawniard.
  • Use Protect as much as possible to gain more Leftovers recovery, stack up more Toxic damage on your foe, and scout for choice locked Pokemon like Choice Band Stoutland and Choice Specs Floatzel Choice Scarf Rotom-F (LO Floatzel is far more common than Choice Specs is by now). But do not give up free turns that your opponent can take advantage of like setting up boost or laying down hazards.

Team Options
========

  • Grumpig likes to fit itself onto defensively inclined builds since its resistances and utility can provide a lot to a team.
  • Physically defensive partners that complement Grumpig's special defense as they can take strong physical attacks. Examples being Gourgeist-XL, Probopass, Relicanth, Stunfisk, and Dusclops.
  • Grumpig appreciates cleric support due to how fast Grumpig can get worn down. Audino provides Wish support to keep its HP up and Altaria can provide Heal Bell in case Grumpig ever gets inflicted with a status effect.
  • Grumpig struggles with Dark-types so using Pokemon that can remove them for Grumpig is very beneficial. For example, Monferno can deal with Mightyena and Pawniard, while Rock-types like Probopass and Golem can handle Murkrow. (Don't use Ninjask here, it actually doesn't beat any of PU's Dark-types outside of Krokorok/Zweilous).
  • Vullaby, while not particularly found of the status effects Grumpig throws around, is very annoying for Grumpig to deal with so having Pokemon to remove Vullaby like Rotom-F and Clefairy can be very beneficial.

[STRATEGY COMMENTS]
Other Options
=============

  • Calm Mind with Leftovers can make Grumpig a nice mid-game wallbreaker. This and Substitute can make it even more scary since Grumpig can now take advantage of more passive Pokemon like Audino and Stunfisk.
  • Choice Specs in tandem of Trick can give Grumpig an added to boost to all of its moves at the cost of not being able to switch up your moves after using one.
  • Choice Scarf can be used but is inferior to Mr. Mime, but the added resistances and surprise factor can be useful at times.
  • Energy Ball lets Grumpig hit Rock, Ground, and Water-types like Politoed, Lapras, and Golem.
  • Signal Beam makes it so Grumpig can hit Psychic-types as well as Dark-types who may attempt to switch in like Mightyena and Murkrow.
  • Power Gem can be used to hit Vullaby, Articuno, Crustle, Ninetales harder and even secure the OHKO on Murkrow as it's switching in.
  • Future Sight can force your opponent to switch in order to mitigate Future Sight's damage; however, fitting Future Sight on Grumpig's offensive set is quite difficult as it would require removing one of its utility moves.
  • A spread of 160 HP / 252 SpA / 96 Spe with a Modest Nature gives Grumpig more bulk and is just enough speed to outspeed Pawniard.
  • Psyshock does more damage to specially defensive Pokemon and becomes even scarier when combined with Calm Mind. It is able to hit Roselia, Audino, and Cryogonal much harder.Remove Audino here - Focus Blast does more to it than Psyshock.

Checks and Counters
===================

**Strong Physical Attackers**: Grumpig does not have the bulk to take on physically offensive Pokemon such as Dodrio and Leafeon. Most won't have much trouble trying killing fainting Grumpig after a little bit of chip damage which is very easy to get since Grumpig lacks reliable recovery.

**Super Effective Attacks**: Grumpig's Psychic typing is often a defensive liability and makes it prone to so many types. (delete this) common Bug-, Dark- and Ghost-type attacks such as U-Turn, Shadow Ball, and Knock Off. Therefore, Grumpig can be easily pressured by Pokemon with access to these moves, like Leafeon, Misdreavus, and Ninjask.

**Pursuit**: All Pursuit users can scare Grumpig as it limits its ability to switch. Stoutland, Dusknoir, Pawniard, Murkrow, and Metang all carry Pursuit most of the time. This either forces Grumpig to play smartly or consume its Colbur Berry.

**Chip Damage**: Grumpig lacks anything to heal itself outside of Leftovers so residual damage from entry hazards and status effects like Will-o-Wisp and Toxic get in the way of what Grumpig wants to accomplish. (give an example of a common wisp / toxic user that would be using that move against Grumpig)

Made more edits / you didn't implement many of the ones I made a while back. Do all the bolded stuff again, and if something is crossed out, please delete it. Will stamp after you do this, Take Azelfie.
 
QC: Megazard / * / *
GP: * / *
grumpig.gif

[OVERVIEW]
  • Good HP and special defense in conjunction of Thick Fat allows it to take on a lot of Fire, Ice, and Psychic-types like NinetaLEs, Cryogonal and Mr. Mime.
  • Good movepoOl giving it access to many tools like Thunder Wave for offensive teams, along with Taunt and Toxic for beating stall easier. It also possesses offensive coverage in Shadow Ball and Focus Blast which gives it coverage against other Psychic-types like Mr. Mime, and Dark- and Steel-types like Pawniard and Probopass, respectively.
  • One of the best offensive checks to the premier Fighting-types of the tier: Monferno and Machoke due to its Psychic-typing, Thick Fat, and ability to hold a Colbur Berry.
  • Defense leaves up weaknesses to physical attackers like Dodrio and Leafeon.
  • Weak to Dark-type moves, which are very common.
  • Has no reliable recovery meaning it can get chipped down pretty easily and relies on Leftovers to gain any HP for itself.
  • Due to the amount of splashability and positive traits that Grumpig possesses, Grumpig isn't very hard to stick on teams especially when looking at the amount of Pokemon it can check whether it would be its offensive set for Balance and Bulky Offense or Specially Defensive set for Stall and Semistall.
(I just basically mentioned how Toxic does against stall (especially in tandem with Taunt), caught some typos in names of Pokemon, and highlighted in a more logical order what Focus Blast does here^)

[SET]
name: Offensive Utility
move 1: Psychic
move 2: Focus Blast
move 3: Shadow Ball
move 4: Taunt / Thunder Wave
item: Colbur Berry / Leftovers
ability: Thick Fat
nature: Timid
evs: 80 HP / 252 SpA / 176 Spe

[SET COMMENTS]
Moves
========

  • Psychic is a reliable STAB that allows Grumpig to do heavy damage to Machoke and Monferno
  • Focus Blast is for hitting Steel, Dark, and Normal-types like Probopass, Stoutland, and Pawniard.
  • Shadow Ball makes it so Grumpig can hit Psychic and Ghost-types harder like Gourgeist-XL, Mr. Mime, Drifblim, Metang, and opposing Grumpig.
  • Taunt can be used to stop slower Pokemon like Duosion and Clefairy from setting up or walls like Audino and Gourgeist from spreading status or recovery HP through a move.
  • Thunder Wave can be used to slow faster paced threats like Floatzel and Gorebyss which can cripple them or even allow Grumpig to pick them off easier.

Set Details
========

  • Colbur Berry allows Grumpig to check many more threats than it was able to like Sucker Punch Arbok, Pawniard, and Mightyena while also not letting it get stomped on by Pursuit and Knock Off users. To note, Colbur Berry doesn't stop Pokemon with dark coverage from hitting super hard, some examples would be Leafeon, Dodrio, and Kingler.
  • Leftovers provides passive recovery allowing Grumpig to take more hits for its teammates. Leftovers should only be used if your team already has a comfortable match-up against Machoke.
  • Thick Fat grants Grumpig the ability to come in on Fire and Ice-type attacks with ease.
  • Max special attack investment gives Grumpig more of an offensive pressence.
  • 176 speed with a Timid nature is just enough to let it outspeed Adamant Monferno and Stoutland.
  • The rest is thrown into HP to give Grumpig a little bit more bulk

Usage Tips
========

Taunt is an effective tactic against slower Pokemon such as Stunfisk and Roselia, and should be used to prevent slower Pokemon that are unable to threaten Grumpig offensively from setting or removing entry hazards, using a status effect, or healing themselves with a recovery move.

(^make this a bullet point)
  • Thunder Wave should be used against faster threats that are harder for your team to revenge kill such as Floatzel or faster sweepers like Nasty Plot Ninetales and Rock Polish Regice.
  • Switch Grumpig into predicted Ice- and Fire-type attacks like Articuno's Freeze-Dry and Ninetales's Fire Blast; however, Grumpig should be careful when switching into physically offensive Fire-types like Rapidash, Monferno, and mixed Simisear, as they are all prime examples of Pokemon that are able to exploit Grumpig's lower Defense stat.
  • Grumpig should switch out of faster physical attackers like Leafeon and Ninjask. Additionally, Grumpig should be extremely cautious of Pursuit trappers like Stoutland and Murkrow who may be coming in, so either go for a Focus Blast when they are weakened enough to be picked off or pull a double switch when they are predicted to come in.
  • Grumpig should be kept healthy in order to stop Pokemon like Regice from plowing through your team. Removing entry hazards before coming in and not leaving Grumpig in on unneccesary attacks are to things to keep in mind since Grumpig can get chipped down pretty easilly.
Team Options
========

  • Grass-types such as Leafeon, Roselia, Sawsbuck, and Tangela like Grumpig's ability to check Special Fire and Ice-types. Roselia also likes having Psychics removed as well.
  • Physically defensive Pokemon synergize well with Grumpug since they can take hits for Grumpig that it doesn't usually want to deal with; some examples for partners would be Metang and Gabite.
  • Audino can keep Grumpig alive by passing Wish into it while Grumpig helps to check Fighting-types that trouble Audino.
  • Special Sweepers like Simipour and Regice appreciate Grumpig's ability to chip down the opposing team and stop supportive Pokemon who may try to throw status at them. Simipour and Mr. Mime for example. Taunt helps to stop special walls from recovering HP after they have been chipped down through Grumpig's attacks opening up an opportunity for special set up sweepers to clean up.
(You wouldn't use Mr. Mime and Grumpig on the same team, in most cases. There are other special sweepers that don't share type synergy problems, like any other NP user (Simisear, Simipour, Simisage, Misdreavus, Ninetales, Raichu, etc.). There are other ones: you're basically just looking at stuff that takes advantage of weakened special walls, so I wrote Regice there.)
  • Slower wallbreakers like Stoutland, Simisage, and Beheeyem (again, Beheeyem on the same team as Grumpig produces type synergy issues and wouldn't be used together with it in most cases) appreciate the Thunder Wave support allowing them to outspeed faster threats in which they were unable to before is really neat.
  • Vullaby is a nuisance for Grumpig, so teammates that can deal with it like Rotom-F and Zebstrika.
  • Golem is a great partner to Grumpig on balance teams; Golem can take on a large number of physical attackers for Grumpig like Ninjask and Stoutland while in return, Grumpig can check Fighting-types like Monferno and Machoke. Grumpig can also switch into specially based Ice- and Fighting- type moves on Golem's behalf like Rotom-F's Blizzard and Regice's Ice beam.
[SET]
name: Specially Defensive
move 1: Psychic
move 2: Focus Blast
move 3: Thunder Wave / Toxic
move 4: Taunt / Protect / Toxic
item: Leftovers
ability: Thick Fat
nature: Calm
evs: 248 HP / 36 Def / 224 SpD

[SET COMMENTS]
Moves
========

  • Psychic prevents Grumpig from being completely passive and provides a nice STAB which can help to deal with Fighting-types.
  • Focus Blast nails Rock, Steel, and Dark-types like Probopass and Pawniard which stops Pokemon from taking full advantage of Grumpig.
  • Thunder Wave slows faster more offensive Pokemon like Simisage and Jumpluff.
  • Toxic on the other hand puts a timer on Pokemon who may try to stay in for a while such as Audino and Articuno Cryogonal who fall onto the more bulky side. (^Toxic is a dangerous play against Articuno, since most are SubRoost right now. Replace with Articuno with Cryogonal there)
  • Protect helps to scout Choice locked Pokemon and gain a little bit of Leftovers recovery
  • Taunt mainly is used for stopping slower Pokemon from using entry hazards like Spikes from Quilladin and Stealth Rock from Camerupt as well as Toxic used against Grumpig. It can also prevent opposing Pokemon from recovering HP via moves like Roost and Synthesis.
  • Whirlwind forces your foe to switch, which can both save your team against a setup sweeper, as well as spread chip damage via entry hazards.
  • Heal Bell gives Grumpig the ability to heal itself of status which gives it a better match up versus scald users but also remove its teammates statuses as well. It is kind of hard to fit onto Grumpig's moveset though, especially since it is already cramped enough.

Set Details
========

  • Leftovers helps to give Grumpig a little more longevity
  • 36 Defense EVs lets Grumpig avoid the OHKO from a +2 Adamant Monferno after Stealth Rock.
  • Max HP and 224 investment alongside a Calm nature boost Grumpig's specially defensive capabilities.
  • Thick Fat acts as extra set of resistances to Fire and Ice-type moves.

Usage Tips
========

  • Use Grumpig's unique set of resistances to pivot into Fire-, Ice-, and Psychic-types like Swords Dance Monferno, Cryogonal, and Mr. Mime.
  • Use Thunder Wave against offensive Pokemon, Toxic against bulky walls, and Taunt to stop slower Pokemon from healing themselves, setting or removing entry hazards, or crippling Grumpig with a status effect.
  • Grumpig should try to stay away from physical attackers, as Grumpig's Defense stat isn't the best, which means having to take a heavy blow will render its ability to pivot into things it is meant to check.
  • Try to avoid Pokemon with access to Pursuit like Murkrow, Bouffalant, and Metang. It is best to either double switch before they have the opportunity to use Pursuit or to Thunder Wave and follow up with an attack.
  • Use Protect as much as possible to gain more Leftovers recovery, stack up more Toxic damage on your foe, and scout for choice locked Pokemon like Choice Band Stoutland and Choice Scarf Rotom. But, do not use it so often that it gives your opponent the opportunity to either set up with a sweeper or lay entry hazards.
Team Options
========

  • Grumpig likes to fit itself fits onto defensively inclined builds since its resistances and utility can provide a lot to a team.
  • Physically defensive partners that complement Grumpig's Special Defense as they can take strong physical attacks. Examples being Gourgeist-XL, Probopass, Relicanth, Stunfisk, and Dusclops. (Even if Probopass can switch into Purugly and Dodrio, I still wouldn't qualify it as 'physically defensive' because it doesn't really switch into much in the tier if you think about specific targets. But, it's still a decent partner for Grumpig due to good type synergy, access to SR, and ability to beat some Steel-types (Pawniard) and offensive Flying-types (Dodrio) for Grumpig.)
  • Grumpig appreciates cleric support due to how fast Grumpig can be worn down. Audino provides Wish support to keep its HP up and Altaria can provide Heal Bell in case Grumpig ever gets inflicted with a status effect.
  • Grumpig struggles with Dark-types so using Pokemon that can remove them for Grumpig is very beneficial. For example, Monferno can deal with Mightyena and Pawniard, while Rock-types like Probopass and Golem can handle Murkrow.
  • Vullaby, while not particularly found of the status effects Grumpig throws around, is very annoying for Grumpig to deal with so having Pokemon to remove Vullaby like Rotom-F and Clefairy can be very beneficial.

[STRATEGY COMMENTS]
Other Options
=============

  • Calm Mind with Leftovers can make Grumpig a nice mid game wallbreaker. This and Substitute can make it even more scary since Grumpig can now take advantage of more passive Pokemon like Audino and Stunfisk. (Setting up on Audino isn't safe, as it has Encore to lock Grumpig into Calm Mind or Substitute, and can actually break Grumpig's Substitute with Knock Off).
  • Choice Specs in tandem with Trick lets Grumpig cripple its switch-ins and provides a considerable boost in power, but disallows Grumpig to switch between moves.
  • Choice Scarf can be used, and while the added resistances and surprise factor can be useful, this set is overall inferior to Choice Scarf Mr. Mime due to Grumpig's lower Speed.
  • Energy Ball lets Grumpig hit Rock, Ground, and Water-types like Politoed, Stunfisk, and specially defensive Golem. (Focus Blast already does more to Lapras than Energy Ball does, so I listed Stunfisk instead).
  • Signal Beam makes it so Grumpig can hit Psychic-types as well as Dark-types who may attempt to switch in, like Mightyena and Murkrow.
  • Power Gem can be used to hit Vullaby, Articuno, Crustle, and Ninetales harder, and even secure the OHKO on Murkrow as it's switching into a predicted Psychic.
  • Future Sight can force your opponent to switch in order to mitigate Future Sight's damage; however, fitting Future Sight on Grumpig's offensive set is quite difficult as it would require removing one of its utility moves.
  • A spread of 160 HP / 252 SpA / 96 Spe with a Modest Nature gives Grumpig more bulk and is just enough speed to outspeed Adamant Pawniard.
  • Psyshock does more damage to specially defensive Pokemon and becomes even scarier when combined with Calm Mind. It is able to hit Roselia and Cryogonal much harder.

Checks and Counters
===================

**Strong Physical Attackers**: Grumpig does not have the bulk to take on physically offensive Pokemon such as Dodrio and Leafeon. Most won't have much trouble trying killing fainting Grumpig fainting Grumpig after a little bit of chip damage, which is very easy to do since Grumpig lacks reliable recovery.

**Super Effective Attacks**: Grumpig's Psychic typing is can be a defensive liability and makes it prone to common Bug-, Dark- and Ghost-type attacks such as U-Turn, Shadow Ball, and Knock Off. Therefore, Grumpig can be easily pressured by Pokemon with access to these moves, like Leafeon, Misdreavus, and Ninjask.

**Pursuit**: Pursuit users like Stoutland, Dusknoir, Murkrow, Bouffalant, and Metang are all able to KO Grumpig, or if it's holding a Colbur Berry, weaken it considerably and force Grumpig to consume its berry prematurely.

**Chip Damage**: Grumpig lacks anything to heal itself outside of Leftovers, so residual damage from entry hazards and status effects like Will-o-Wisp and Toxic from Gourgeist and Lumineon get in the way of what Grumpig wants to accomplish.
LAST CHECK. There was still some stuff from my last 2 checks that wasn't implemented. If there are still problems with implementing the changes I've made here, then I can't really stamp this.

If it's in bold, add what I wrote.

If it's in parentheses, please read the comment and make the necessary changes.

If something is crossed out, please delete. Will stamp once this is done, Take Azelfie.
 
Last edited:
QC: Megazard / * / *
GP: * / *
grumpig.gif

[OVERVIEW]
  • Good HP and special defense in conjunction of Thick Fat allows it to take on a lot of Fire, Ice, and Psychic-types like Ninetales, Cryogonal and Mr. Mime.
  • Good movepool giving it access to many tools like Thunder Wave for offensive teams, along with Taunt and Toxic for beating stall easier. It also possesses offensive coverage in Shadow Ball and Focus Blast which gives it coverage against other Psychic-types like Mr. Mime, and Dark- and Steel-types like Pawniard and Probopass, respectively.
  • One of the best offensive checks to the premier Fighting-types of the tier: Monferno and Machoke due to its Psychic-typing, Thick Fat, and ability to hold a Colbur Berry.
  • Defense leaves up weaknesses to physical attackers like Dodrio and Leafeon.
  • Weak to Dark-type moves, which are very common.
  • Has no reliable recovery meaning it can get chipped down pretty easily and relies on Leftovers to gain any HP for itself.
  • Due to the amount of splashability and positive traits that Grumpig possesses, Grumpig isn't very hard to stick on teams especially when looking at the amount of Pokemon it can check whether it would be its offensive set for Balance and Bulky Offense or Specially Defensive set for Stall and Semistall.
[SET]
name: Offensive Utility
move 1: Psychic
move 2: Focus Blast
move 3: Shadow Ball
move 4: Taunt / Thunder Wave
item: Colbur Berry / Leftovers
ability: Thick Fat
nature: Timid
evs: 80 HP / 252 SpA / 176 Spe

[SET COMMENTS]
Moves
========

  • Psychic is a reliable STAB that allows Grumpig to do heavy damage to Machoke and Monferno
  • Focus Blast is for hitting Steel, Dark, and Normal-types like Probopass, Stoutland, and Pawniard.
  • Shadow Ball makes it so Grumpig can hit Psychic and Ghost-types harder like Gourgeist-XL, Mr. Mime, Drifblim, Metang, and opposing Grumpig.
  • Taunt can be used to stop slower Pokemon like Duosion and Clefairy from setting up or walls like Audino and Gourgeist from spreading status or recovery HP through a move.
  • Thunder Wave can be used to slow faster paced threats like Floatzel and Gorebyss which can cripple them or even allow Grumpig to pick them off easier.

Set Details
========

  • Colbur Berry allows Grumpig to check many more threats than it was able to like Sucker Punch Arbok, Pawniard, and Mightyena while also not letting it get stomped on by Pursuit and Knock Off users. To note, Colbur Berry doesn't stop Pokemon with dark coverage from hitting super hard, some examples would be Leafeon, Dodrio, and Kingler.
  • Leftovers provides passive recovery allowing Grumpig to take more hits for its teammates. Leftovers should only be used if your team already has a comfortable match-up against Machoke.
  • Thick Fat grants Grumpig the ability to come in on Fire and Ice-type attacks with ease.
  • Max special attack investment gives Grumpig more of an offensive pressence.
  • 176 speed with a Timid nature is just enough to let it outspeed Adamant Monferno and Stoutland.
  • The rest is thrown into HP to give Grumpig a little bit more bulk
Usage Tips
========
  • Thunder Wave should be used against faster threats that are harder for your team to revenge kill such as Floatzel or faster sweepers like Nasty Plot Ninetales and Rock Polish Regice.
  • Switch Grumpig into predicted Ice- and Fire-type attacks like Articuno's Freeze-Dry and Ninetales's Fire Blast; however, Grumpig should be careful when switching into physically offensive Fire-types like Rapidash, Monferno, and mixed Simisear, as they are all prime examples of Pokemon that are able to exploit Grumpig's lower Defense stat.
  • Grumpig should switch out of faster physical attackers like Leafeon and Ninjask. Additionally, Grumpig should be extremely cautious of Pursuit trappers like Stoutland and Murkrow who may be coming in, so either go for a Focus Blast when they are weakened enough to be picked off or pull a double switch when they are predicted to come in.
  • Taunt is an effective tactic against slower Pokemon such as Stunfisk and Roselia, and should be used to prevent slower Pokemon that are unable to threaten Grumpig offensively from setting or removing entry hazards, using a status effect, or healing themselves with a recovery move.
  • Grumpig should be kept healthy in order to stop Pokemon like Regice from plowing through your team. Removing entry hazards before coming in and not leaving Grumpig in on unneccesary attacks are to things to keep in mind since Grumpig can get chipped down pretty easilly.
Team Options
========

  • Grass-types such as Leafeon, Roselia, Sawsbuck, and Tangela like Grumpig's ability to check Special Fire and Ice-types. Roselia also likes having Psychics removed as well.
  • Physically defensive Pokemon synergize well with GRUMPUG since they can take hits for Grumpig that it doesn't usually want to deal with; some examples for partners would be Metang and Gabite.
  • Audino can keep Grumpig alive by passing Wish into it while Grumpig helps to check Fighting-types that trouble Audino.
  • Special Sweepers like Simipour and Regice appreciate Grumpig's ability to chip down the opposing team and stop supportive Pokemon who may try to throw status at them. Taunt helps to stop special walls from recovering HP after they have been chipped down through Grumpig's attacks opening up an opportunity for special set up sweepers to clean up.
  • Slower wallbreakers like Stoutland, Simisage, and Machoke appreciate the Thunder Wave support allowing them to outspeed faster threats in which they were unable to before is really neat.
  • Vullaby is a nuisance for Grumpig, so teammates that can deal with it like Rotom-F and Zebstrika.
  • Golem is a great partner to Grumpig on balance teams; Golem can take on a large number of physical attackers for Grumpig like Ninjask and Stoutland while in return, Grumpig can check Fighting-types like Monferno and Machoke. Grumpig can also switch into specially based Ice- and Fighting- type moves on Golem's behalf like Rotom-F's Blizzard and Regice's Ice beam.
[SET]
name: Specially Defensive
move 1: Psychic
move 2: Focus Blast
move 3: Thunder Wave / Toxic
move 4: Taunt / Protect / Toxic
item: Leftovers
ability: Thick Fat
nature: Calm
evs: 248 HP / 36 Def / 224 SpD

[SET COMMENTS]
Moves
========

  • Psychic prevents Grumpig from being completely passive and provides a nice STAB which can help to deal with Fighting-types.
  • Focus Blast nails Rock, Steel, and Dark-types like Probopass and Pawniard which stops Pokemon from taking full advantage of Grumpig.
  • Thunder Wave slows faster more offensive Pokemon like Simisage and Jumpluff.
  • Toxic on the other hand puts a timer on Pokemon who may try to stay in for a while such as Audino and Articuno Cryogonal who fall onto the more bulky side.
  • Protect helps to scout Choice locked Pokemon and gain a little bit of Leftovers recovery
  • Taunt mainly is used for stopping slower Pokemon from using entry hazards like Spikes from Quilladin and Stealth Rock from Camerupt as well as Toxic used against Grumpig. It can also prevent opposing Pokemon from recovering HP via moves like Roost and Synthesis.
  • Whirlwind forces your foe to switch, which can both save your team against a setup sweeper, as well as spread chip damage via entry hazards.
  • Heal Bell gives Grumpig the ability to heal itself of status which gives it a better match up versus scald users but also remove its teammates statuses as well. It is kind of hard to fit onto Grumpig's moveset though, especially since it is already cramped enough.
Set Details
========

  • Leftovers helps to give Grumpig a little more longevity
  • 36 Defense EVs lets Grumpig avoid the OHKO from a +2 Adamant Monferno after Stealth Rock.
  • Max HP and 224 investment alongside a Calm nature boost Grumpig's specially defensive capabilities.
  • Thick Fat acts as extra set of resistances to Fire and Ice-type moves.

Usage Tips
========

  • Use Grumpig's unique set of resistances to pivot into Fire-, Ice-, and Psychic-types like Swords Dance Monferno, Cryogonal, and Mr. Mime.
  • Use Thunder Wave against offensive Pokemon, Toxic against bulky walls, and Taunt to stop slower Pokemon from healing themselves, setting or removing entry hazards, or crippling Grumpig with a status effect.

  • Grumpig should try to stay away from physical attackers, as Grumpig's Defense stat isn't the best, which means having to take a heavy blow will render its ability to pivot into things it is meant to check.

  • Try to avoid Pokemon with access to Pursuit like Murkrow, Bouffalant, and Metang. It is best to either double switch before they have the opportunity to use Pursuit or to Thunder Wave and follow up with an attack.

  • Use Protect as much as possible to gain more Leftovers recovery, stack up more Toxic damage on your foe, and scout for choice locked Pokemon like Choice Band Stoutland and Choice Scarf Rotom. But, do not use it so often that it gives your opponent the opportunity to either set up with a sweeper or lay entry hazards.
Team Options
========

  • Grumpig fits onto defensively inclined builds since its resistances and utility can provide a lot to a team.
  • Physically defensive partners that complement Grumpig's Special Defense as they can take strong physical attacks. Examples being Gourgeist-XL, Relicanth, Stunfisk, and Dusclops.
  • Grumpig appreciates cleric support due to how fast Grumpig can be worn down. Audino provides Wish support to keep its HP up and Altaria can provide Heal Bell in case Grumpig ever gets inflicted with a status effect.
  • Grumpig struggles with Dark-types so using Pokemon that can remove them for Grumpig is very beneficial. For example, Monferno can deal with Mightyena and Pawniard, while Rock-types like Probopass and Golem can handle Murkrow.
  • Vullaby, while not particularly found of the status effects Grumpig throws around, is very annoying for Grumpig to deal with so having Pokemon to remove Vullaby like Rotom-F and Clefairy can be very beneficial.
[STRATEGY COMMENTS]
Other Options
=============

  • Calm Mind with Leftovers can make Grumpig a nice mid game wallbreaker. This and Substitute can make it even more scary since Grumpig can now take advantage of more passive Pokemon like Audino and Stunfisk.
  • Choice Specs in tandem with Trick lets Grumpig cripple its switch-ins and provides a considerable boost in power, but disallows Grumpig to switch between moves.
  • Choice Scarf can be used, and while the added resistances and surprise factor can be useful, this set is overall inferior to Choice Scarf Mr. Mime due to Grumpig's lower Speed.
  • Energy Ball lets Grumpig hit Rock, Ground, and Water-types like Politoed, Stunfisk, and specially defensive Golem.
  • Signal Beam makes it so Grumpig can hit Psychic-types as well as Dark-types who may attempt to switch in, like Mightyena and Murkrow.
  • Power Gem can be used to hit Vullaby, Articuno, Crustle, and Ninetales harder, and even secure the OHKO on Murkrow as it's switching into a predicted Psychic.
  • Future Sight can force your opponent to switch in order to mitigate Future Sight's damage; however, fitting Future Sight on Grumpig's offensive set is quite difficult as it would require removing one of its utility moves.
  • A spread of 160 HP / 252 SpA / 96 Spe with a Modest Nature gives Grumpig more bulk and is just enough speed to outspeed Adamant Pawniard.
  • Psyshock does more damage to specially defensive Pokemon and becomes even scarier when combined with Calm Mind. It is able to hit Roselia and Cryogonal much harder.
Checks and Counters
===================

**Strong Physical Attackers**: Grumpig does not have the bulk to take on physically offensive Pokemon such as Dodrio and Leafeon. Most won't have trouble Grumpig after a little bit of chip damage, which is very easy to do since Grumpig lacks reliable recovery.

**Super Effective Attacks**: Grumpig's Psychic typing is can be a defensive liability and makes it prone to common Bug-, Dark- and Ghost-type attacks such as U-Turn, Shadow Ball, and Knock Off. Therefore, Grumpig can be easily pressured by Pokemon with access to these moves, like Leafeon, Misdreavus, and Ninjask.

**Pursuit**: Pursuit users like Stoutland, Dusknoir, Murkrow, Bouffalant, and Metang are all able to KO Grumpig, or if it's holding a Colbur Berry, weaken it considerably and force Grumpig to consume its berry prematurely.

**Chip Damage**: Grumpig lacks anything to heal itself outside of Leftovers, so residual damage from entry hazards and status effects like Will-o-Wisp and Toxic from Gourgeist and Lumineon get in the way of what Grumpig wants to accomplish.
You called Grumpig "Grumpug" in offensive set TO lol.

Also, you didn't fix this sentence on its Spdef set: "Toxic on the other hand puts a timer on Pokemon who may try to stay in for a while such as Audino and Articuno Cryogonal who fall onto the more bulky side." --> Just say Cryogonal, since Articuno would block Toxic with Substitute

Or this sentence in OO: "Calm Mind with Leftovers can make Grumpig a nice mid game wallbreaker. This and Substitute can make it even more scary since Grumpig can now take advantage of more passive Pokemon like Audino and Stunfisk." --> You can't setup on Encore Audino for obvious reasons

C&C: Grumpig does not have the bulk to take on physically offensive Pokemon such as Dodrio and Leafeon. Most won't have much trouble trying killing fainting Grumpig fainting Grumpig after a little bit of chip damage, which is very easy to do since Grumpig lacks reliable recovery. --> Engrish

Stamping for 2/3, Take Azelfie. Just fix the stuff above, please.
 
tfw it says not written when its written
QC: Megazard / 2xTheTap / *
GP: * / *
grumpig.gif

[OVERVIEW]

Grumpig has good HP and Special Defense stats in conjunction of Thick Fat, which allows it to take on a lot of Fire, Ice, and Psychic-types like Ninetales, Cryogonal and Mr. Mime. Along with a wide movepool giving it access to many tools like Thunder Wave for offensive teams, along with Taunt and Toxic for beating stall easier. It also possesses offensive coverage in Shadow Ball and Focus Blast which gives it coverage against other Psychic-types like Mr. Mime, and Dark- and Steel-types like Pawniard and Probopass, respectively. One of the best offensive checks to the premier Fighting-types of the tier: Monferno due to its Psychic-typing, Thick Fat, and ability to hold a Colbur Berry This sentence doesn't make grammatical sense and it overrates pig's matchup vs monf. Unfortunately, its less than steller Defense leaves up weaknesses to physical attackers like Dodrio and Leafeon. It is weak to Dark-type moves, which are very common This doesn't work as an individual sentence - merge it w/ the last one. Grumpig does not possess any reliable recovery meaning it can get chipped down pretty easily and relies on Leftovers to gain any HP for itself. But due to the amount of splashability and positive traits that Grumpig possesses, Grumpig isn't very hard to stick on teams especially when looking at the amount of Pokemon it can check whether it would be its offensive set for Balance and Bulky Offense or Specially Defensive set for Stall and Semistall.

[SET]
name: Offensive Utility
move 1: Psychic
move 2: Focus Blast
move 3: Shadow Ball
move 4: Taunt / Thunder Wave
item: Colbur Berry / Leftovers
ability: Thick Fat
nature: Timid
evs: 80 HP / 252 SpA / 176 Spe

[SET COMMENTS]
Moves
========

Psychic is a reliable STAB that allows Grumpig to do heavy damage to Monferno. Focus Blast is for hitting Steel, Dark, and Normal-types like Probopass, Stoutland, and Pawniard. Shadow Ball makes it so Grumpig can hit Psychic and Ghost-types harder like Gourgeist-XL, Mr. Mime, Drifblim, Metang, and opposing Grumpig. Taunt can be used to stop slower Pokemon like Duosion and Clefairy from setting up or walls like Audino and Gourgeist from spreading status or recovery HP through a move. Thunder Wave can be used to slow faster paced threats like Floatzel and Gorebyss which can cripple them or even allow Grumpig to pick them off easier.

Set Details
========

Colbur Berry allows Grumpig to check many more threats than it was able to like Sucker Punch Arbok, Pawniard, and Mightyena while also not letting it get stomped on by Pursuit and Knock Off users. To note, Colbur Berry doesn't stop Pokemon with dark coverage from hitting super hard, some examples would be Leafeon, Dodrio, and Kingler. Leftovers provides passive recovery allowing Grumpig to take more hits for its teammates. Thick Fat grants Grumpig the ability to come in on Fire and Ice-type attacks with ease. Max Special Attack investment gives Grumpig more of an offensive pressence. 176 speed with a Timid nature is just enough to let it outspeed Adamant Monferno and Stoutland. The rest is thrown into HP to give Grumpig a little bit more bulk. IMO mention the EVs first in this para

Usage Tips
========

Thunder Wave should be used against faster threats that are harder for your team to revenge kill such as Floatzel or faster sweepers like Nasty Plot Ninetales and Rock Polish Regice. Switch Grumpig into predicted Ice- and Fire-type attacks like Articuno's Freeze-Dry and Ninetales's Fire Blast; however, Grumpig should be careful when switching into physically offensive Fire-types like Rapidash it should never switch into dash, Monferno, and mixed Simisear, as they are all prime examples of Pokemon that are able to exploit Grumpig's lower Defense stat. Grumpig should switch out of faster physical attackers like Leafeon and Ninjask. Additionally, Grumpig should be extremely cautious of Pursuit trappers like Stoutland and Murkrow who may be coming in, so either go for a Focus Blast when they are weakened enough to be picked off or pull a double switch when they are predicted to come in This last bit doesnt work w/ the two examples given as neither switch in (think bouff/metang). Taunt is an effective tactic against slower Pokemon such as Stunfisk and Roselia, and should be used to prevent slower Pokemon that are unable to threaten Grumpig offensively from setting or removing entry hazards, using a status effect, or healing themselves with a recovery move This whole sentence isn't relevant as you say that info well enough in moves. Grumpig should be kept healthy in order to stop Pokemon like Regice from plowing through your team sorta obvious and unnecessary. Removing entry hazards before coming in and not leaving Grumpig in on unneccesary attacks are to things to keep in mind since Grumpig can get chipped down pretty easilly again, its obvious and doesn't provide the reader w/ any new info

Team Options
========

Grass-types such as Leafeon, Roselia, Sawsbuck, and Tangela like Grumpig's ability to check Special Fire and Ice-types. Roselia also likes having Psychics removed as well grumpig doesnt rly remove psychic types. Physically Defensive Pokemon synergize well with Grumpig since they can take hits for Grumpig that it doesn't usually want to deal with; some examples for partners would be Metang and Gabite. Audino can keep Grumpig alive by passing Wish into it while Grumpig helps to check Fighting-types that trouble Audino. Special Sweepers like Simipour and Regice appreciate Grumpig's ability to chip down the opposing team and stop supportive Pokemon who may try to throw status at them. Taunt helps to stop special walls from recovering HP after they have been chipped down through Grumpig's attacks opening up an opportunity for special set up sweepers to clean up this reasoning is pretty flawed. Slower wallbreakers like Stoutland, Simisage, and Relicanth appreciate the Thunder Wave support allowing them to outspeed faster threats in which they were unable to before is really neat i will ban anyone who uses the word neat in an analysis. Vullaby is a nuisance for Grumpig, so teammates that can deal with it like Rotom-F and Zebstrika this sentence isnt complete. Golem is a great partner to Grumpig on balance teams; Golem can take on a large number of physical attackers for Grumpig like Ninjask and Stoutland while in return, Grumpig can check Monferno. Grumpig can also switch into specially based Ice- and Fighting- type moves on Golem's behalf like Rotom-F's Blizzard and Regice's Ice beam.

[SET]
name: Specially Defensive
move 1: Psychic
move 2: Focus Blast
move 3: Thunder Wave / Toxic
move 4: Taunt / Protect / Toxic
item: Leftovers
ability: Thick Fat
nature: Calm
evs: 248 HP / 36 Def / 224 SpD

[SET COMMENTS]
Moves
========

Psychic prevents Grumpig from being completely passive and provides a nice STAB which can help to deal with Fighting-types. Focus Blast nails Rock, Steel, and Dark-types like Probopass and Pawniard which stops Pokemon from taking full advantage of Grumpig. Thunder Wave slows faster more offensive Pokemon like Simisage and Jumpluff. Toxic on the other hand puts a timer on Pokemon who may try to stay in for a while such as Audino and Cryogonal who fall onto the more bulky side. Protect helps to scout Choice locked Pokemon and gain a little bit of Leftovers recovery. Taunt mainly is used for stopping slower Pokemon from using entry hazards like Spikes from Quilladin and Stealth Rock from Camerupt as well as Toxic used against Grumpig it importantly stops slow set up mons like clef/munch. It can also prevent opposing Pokemon from recovering HP via moves like Roost and Synthesis. Whirlwind forces your foe to switch, which can both save your team against a setup sweeper, as well as spread chip damage via entry hazards. Heal Bell gives Grumpig the ability to heal itself of status which gives it a better match up versus scald users but also remove its teammates statuses as well. It is kind of hard to fit onto Grumpig's moveset though, especially since it is already cramped enough.

Set Details
========

Leftovers helps to give Grumpig a little more longevity. 36 Defense EVs lets Grumpig avoid the OHKO from a +2 Adamant Monferno after Stealth Rock. Max HP and 224 investment alongside a Calm nature boost Grumpig's specially defensive capabilities. Thick Fat acts as extra set of resistances to Fire and Ice-type moves.

Usage Tips
========

Use Grumpig's unique set of resistances to pivot into Fire-, Ice-, and Psychic-types like Swords Dance Monferno u only just avoid this KO after rocks - i wouldnt recomend switching in on it, Cryogonal, and Mr. Mime. Use Thunder Wave against offensive Pokemon, Toxic against bulky walls, and Taunt to stop slower Pokemon from healing themselves, setting or removing entry hazards, or crippling Grumpig with a status effect this sentence is obvious and isn't needed. Grumpig should try to stay away from physical attackers, as Grumpig's Defense stat isn't the best, which means having to take a heavy blow will render its ability to pivot into things it is meant to check. Try to avoid Pokemon with access to Pursuit like Murkrow, Bouffalant, and Metang. It is best to either double switch before they have the opportunity to use Pursuit or to Thunder Wave and follow up with an attack. Use Protect as much as possible to gain more Leftovers recovery, stack up more Toxic damage on your foe, and scout for choice locked Pokemon like Choice Band Stoutland and Choice Scarf Rotom. But, do not use it so often that it gives your opponent the opportunity to either set up with a sweeper or lay entry hazards.

Team Options
========

Grumpig fits onto defensively inclined builds since its resistances and utility can provide a lot to a team. Physically defensive partners that complement Grumpig's Special Defense as they can take strong physical attacks. Examples being Gourgeist-XL, Relicanth, Stunfisk, and Dusclops. Grumpig appreciates cleric support due to how fast Grumpig can be worn down. Audino provides Wish support to keep its HP up and Altaria can provide Heal Bell in case Grumpig ever gets inflicted with a status effect. Grumpig struggles with Dark-types so using Pokemon that can remove them for Grumpig is very beneficial. For example, Monferno can deal with Mightyena and Pawniard, while Rock-types like Probopass and Golem can handle Murkrow. Vullaby, while not particularly found of the status effects Grumpig throws around, is very annoying for Grumpig to deal with so having Pokemon to remove Vullaby like Rotom-F and Clefairy can be very beneficial.

[STRATEGY COMMENTS]
Other Options
=============

Calm Mind with Leftovers can make Grumpig a nice mid game wallbreaker. This and Substitute can make it even more scary since Grumpig can now take advantage of more passive Pokemon like Stunfisk. Choice Specs in tandem with Trick lets Grumpig cripple its switch-ins and provides a considerable boost in power, but disallows Grumpig to switch between moves. Choice Scarf can be used, and while the added resistances and surprise factor can be useful, this set is overall inferior to Choice Scarf Mr. Mime due to Grumpig's lower Speed. Energy Ball lets Grumpig hit Rock, Ground, and Water-types like Politoed, Stunfisk, and specially defensive Golem. Signal Beam makes it so Grumpig can hit Psychic-types as well as Dark-types who may attempt to switch in, like Mightyena and Murkrow. Power Gem can be used to hit Vullaby, Articuno, Crustle, and Ninetales harder, and even secure the OHKO on Murkrow as it's switching into a predicted Psychic. Future Sight can force your opponent to switch in order to mitigate Future Sight's damage; however, fitting Future Sight on Grumpig's offensive set is quite difficult as it would require removing one of its utility moves. A spread of 160 HP / 252 SpA / 96 Spe with a Modest Nature gives Grumpig more bulk and is just enough speed to outspeed Adamant Pawniard. Psyshock does more damage to specially defensive Pokemon and becomes even scarier when combined with Calm Mind. It is able to hit Roselia and Cryogonal much harder.

Checks and Counters
===================

**Strong Physical Attackers**: Grumpig does not have the bulk to take on physically offensive Pokemon such as Dodrio and Leafeon. Most won't have much trouble fainting Grumpig after a little bit of chip damage, which is very easy to do since Grumpig lacks reliable recovery.

**Super Effective Attacks**: Grumpig's Psychic typing is can be a defensive liability and makes it prone to common Bug-, Dark- and Ghost-type attacks such as U-Turn, Shadow Ball, and Knock Off. Therefore, Grumpig can be easily pressured by Pokemon with access to these moves, like Leafeon, Misdreavus, and Ninjask. Just call it **Type Advantage**

**Pursuit**: Pursuit users like Stoutland, Dusknoir, Murkrow, Bouffalant, and Metang are all able to KO Grumpig, or if it's holding a Colbur Berry, weaken it considerably and force Grumpig to consume its berry prematurely.

**Chip Damage**: Grumpig lacks anything to heal itself outside of Leftovers, so residual damage from entry hazards and status effects like Will-o-Wisp and Toxic from Gourgeist and Lumineon get in the way of what Grumpig wants to accomplish.

3/3 Take Azelfie
 
AMCHECK
This does not count as one of the two required checks unless stamped by a GP member.
remove add comments
[OVERVIEW]
Grumpig has good HP and Special Defense stats special bulk that works in conjunction of with Thick Fat, (comma) which to allows it to take on a lot of Fire-(hyphen), Ice-(hyphen), and Psychic-types like Ninetales, Cryogonal and Mr. Mime. Along with a A wide movepool giving gives it access to many tools like such as Thunder Wave for offensive teams, (comma) along with and Taunt and Toxic for beating stall easier taking on stall. It also possesses offensive coverage in has access to Shadow Ball and Focus Blast, (comma) which gives giving it coverage against other Psychic-types like Mr. Mime, and Dark- and Steel-types like Pawniard and Probopass, respectively Dark-types like Pawniard, and Steel-types like Probopass. Unfortunately, its less than steller less-than-stellar Defense leaves up weaknesses it with a weakness to physical attackers like Dodrio and Leafeon, (comma) on top of being weak to Dark-type moves, which are very common. Grumpig does not possess any reliable recovery, (comma) meaning it can get chipped down pretty easily and relies on Leftovers to gain any HP for by itself. But Nonetheless, due to the amount of splashability and positive traits that Grumpig possesses, (comma) Grumpig it isn't very hard to stick on teams, (comma) especially when looking at the amount of Pokemon it can check whether regardless if it would be runs its offensive set for Balance and Bulky Offense balanced and bulky offensive playstyles or Specially Defensive specially defensive set for Stall and Semistall stall and semi-stall.

[SET]
name: Offensive Utility
move 1: Psychic
move 2: Focus Blast
move 3: Shadow Ball
move 4: Taunt / Thunder Wave
item: Colbur Berry / Leftovers
ability: Thick Fat
nature: Timid
evs: 80 HP / 252 SpA / 176 Spe


[SET COMMENTS]
Moves
========


Psychic is a reliable STAB move that allows Grumpig to do heavy damage to Monferno (surely there's a broader target range than just a single 'mon?). Focus Blast is for hitting Steel-(hyphen), Dark-(hyphen), and Normal-types like Probopass, Stoutland, and Pawniard (might want to swap these two to parallel the listed type order). Shadow Ball makes it so Grumpig can hit Psychic-(hyphen) and Ghost-types harder, (comma) like including Gourgeist-XL, Mr. Mime, Drifblim, Metang, and opposing Grumpig. Taunt can be used to stop slower Pokemon like Duosion and Clefairy from setting up or walls like Audino and Gourgeist (you just specified the XL forme. Want to do the same here?) from spreading status or recovery recovering HP through a move. Thunder Wave can be used to slow faster paced threats like Floatzel and Gorebyss, (comma) which can cripple crippling them or even allowing Grumpig to pick them off easier.

Set Details
========


Maximum Special Attack investment gives Grumpig more of an offensive pressence presence. 176 speed Speed with a Timid nature is just enough to let it outspeed Adamant Monferno and Stoutland. The rest is thrown into HP to give Grumpig a little bit more bulk. Colbur Berry allows Grumpig to check many more threats than it was able to can otherwise, like Sucker Punch Arbok, Pawniard, and Mightyena, (comma) while also not letting preventing it from getting stomped on by Pursuit and/or Knock Off users. To note, Note that Colbur Berry doesn't stop Pokemon with dark Dark-type coverage from hitting super hard, some examples would be being Leafeon, Dodrio, and Kingler. Leftovers provides passive recovery, (comma) allowing Grumpig to take more hits for its teammates. Thick Fat grants Grumpig the ability to come in on Fire-(hyphen) and Ice-type attacks with ease.

Usage Tips
========


Thunder Wave should be used against faster threats that are harder for your team to revenge kill, (comma) such as Floatzel, (comma) or faster sweepers like Nasty Plot Ninetales and Rock Polish Regice. Switch Grumpig into predicted Ice- and Fire-type attacks like Articuno's Freeze-Dry and Ninetales's Fire Blast; however, Grumpig should be careful when switching into physically offensive Fire-types like Monferno and mixed Simisear, as they are all prime examples of Pokemon that are able to exploit Grumpig's lower Defense stat. Grumpig should switch out of if facing faster physical attackers like Leafeon and Ninjask. Additionally, Grumpig should be extremely cautious of Pursuit trappers like Boufallant Bouffalant and Metang who that may be coming in, so either go for a Focus Blast when they are weakened enough to be picked off or pull a double switch when they are predicted to come in.

Team Options
========


Grass-types such as Leafeon, Roselia, Sawsbuck, and Tangela like Grumpig's ability to check Special special Fire-(hyphen) and Ice-types. Roselia also likes having Psychics Psychic-types checked as well. Physically Defensive defensive Pokemon synergize well with Grumpig since they can take hits for Grumpig that it doesn't usually want to deal with; some examples for partners would be are Metang (but aren't you then stacking a significant Dark weakness?) and Gabite. Audino can keep Grumpig alive healthy by passing Wish into it it Wishes, while Grumpig helps to check Fighting-types that trouble Audino. Special Sweepers sweepers like Simipour and Regice appreciate Grumpig's ability to chip down the opposing team and stop supportive Pokemon who may try to throw status at them. Slower wallbreakers like Stoutland, Simisage, and Relicanth appreciate the Thunder Wave support as it allowing allows them to outspeed faster threats they couldn't before. Vullaby is a nuisance for Grumpig, so teammates that can deal with it like Rotom-F and Zebstrika benefits Grumpig a lot. Golem is a great partner to for Grumpig on balance teams; Golem can take on a large number of physical attackers for Grumpig like Ninjask and Stoutland, (comma) while in return, (comma) Grumpig can check Monferno. Grumpig can also switch into specially based Ice- and Fighting-(space)type moves on Golem's behalf like Rotom-F's Blizzard and Regice's Ice beam Beam.

[SET]
name: Specially Defensive
move 1: Psychic
move 2: Focus Blast
move 3: Thunder Wave / Toxic
move 4: Taunt / Protect / Toxic
item: Leftovers
ability: Thick Fat
nature: Calm
evs: 248 HP / 36 Def / 224 SpD


[SET COMMENTS]
Moves
========


Psychic prevents Grumpig from being completely passive and provides a nice STAB which can help move to deal with Fighting-types. Focus Blast nails Rock-(hyphen), Steel-(hyphen), and Dark-types like Probopass and Pawniard, (comma) which stops Pokemon stopping them from taking full advantage of Grumpig. Thunder Wave slows faster more offensive Pokemon like Simisage and Jumpluff. Toxic, (comma) on the other hand, (comma) puts a timer on bulky Pokemon who may try to stay in for a while, (comma) such as Audino and Cryogonal who fall onto the more bulky side. Protect helps works to scout Choice-(hyphen)locked Pokemon and gain a little bit of Leftovers recovery. Taunt mainly is used for stopping slower Pokemon from using entry hazards (like Spikes from Quilladin and Stealth Rock from Camerupt), stopping Grumpig from getting hit by a Toxic, and stopping slow set(space)up sweepers like Munchlax and Clefairy. It can also prevent opposing Pokemon from recovering HP via moves like Roost and Synthesis. Whirlwind forces your foe to switch, which can both save your team against a setup sweeper, (comma) as well as spread chip damage via entry hazards. Heal Bell gives Grumpig the ability to heal itself and its team of status, (comma) which gives it a better match up versus scald Scald users but also remove its teammates statuses as well. It is kind of hard to fit onto Grumpig's moveset though, especially since it is already cramped enough.

Set Details
========


Leftovers helps to give gives Grumpig a little more longevity. 36 Defense EVs lets Grumpig avoid the OHKO from a +2 Adamant Monferno after Stealth Rock. Maximum HP and 224 Special Defense investment alongside a Calm nature boosts Grumpig's specially defensive capabilities. Thick Fat acts as extra set of resistances to Fire-(hyphen) and Ice-type moves.

Usage Tips
========


Use Grumpig's unique set of resistances to pivot into Fire-, Ice-, and Psychic-types like Ninetales, Cryogonal, and Mr. Mime. Grumpig should try to stay away from physical attackers,; (comma)(semicolon) as Grumpig's Defense stat isn't the best, which means having to take a heavy blow will render hinder its ability to pivot into things it is meant to check. Try to avoid Pokemon with access to Pursuit like Murkrow, Bouffalant, and Metang. It is best to either double switch before they have the opportunity to use Pursuit or to Thunder Wave and follow up with an attack. Use Protect as much as possible to gain more Leftovers recovery, stack up more Toxic damage on your foe, and scout for choice locked Choice-locked Pokemon like Choice Band Stoutland and Choice Scarf Rotom., (period)(comma) But, but do not use it so often that it gives your opponent the opportunity to either set up with a sweeper or lay entry hazards.

Team Options
========


Grumpig fits onto defensively inclined builds since its resistances and utility can provide a lot to a team. Physically defensive partners that complement Grumpig's Special Defense, (comma) as they can take strong physical attacks. Examples examples being Gourgeist-XL, Relicanth, Stunfisk, and Dusclops. Grumpig appreciates cleric support due to how fast Grumpig quickly it can be worn down. Audino provides Wish support to keep its HP up and Altaria can provide Heal Bell support in case Grumpig ever gets inflicted with a status effect. Grumpig struggles with Dark-types, (comma) so using Pokemon that can remove them for Grumpig is very beneficial. For example, Monferno can deal with Mightyena and Pawniard, while Rock-types like Probopass and Golem can handle Murkrow. Vullaby, while not particularly found fond of the status effects Grumpig throws around, is very annoying for Grumpig to deal with so having Pokemon to remove Vullaby like Rotom-F and Clefairy can be very beneficial.

[STRATEGY COMMENTS]
Other Options
=============


Calm Mind with Leftovers can make makes Grumpig a nice mid-(hyphen)game wallbreaker. This and Adding Substitute can make it even more scary since Grumpig can now take advantage of more passive Pokemon like Stunfisk. Choice Specs in tandem with Trick lets Grumpig cripple its switch-ins and provides a considerable boost in power, but disallows Grumpig to switch between moves. Choice Scarf can be used, and while the added resistances (?) and surprise factor can be useful, this set it is overall inferior to Choice Scarf Mr. Mime due to Grumpig's lower Speed. Energy Ball lets Grumpig hit Rock-(hyphen), Ground-(hyphen), and Water-types like Politoed, Stunfisk, and specially defensive Golem. Signal Beam makes it so Grumpig can hit both Psychic-types as well as and Dark-types who may attempt to switch in, like Mightyena and Murkrow (Murkrow takes neutral damage, but you're likely already running Focus Blast. Kinda redundant). Power Gem can be used to hit Vullaby, Articuno, Crustle, and Ninetales harder, and even secure the OHKO on Murkrow as it's switching into a predicted Psychic. Future Sight can force your opponent to switch in order to mitigate Future Sight's damage; however, fitting Future Sight on Grumpig's offensive set is quite difficult as it would require removing one of its utility moves. A spread of 160 HP / 252 SpA / 96 Spe with a Modest Nature gives Grumpig more bulk and is just enough speed to outspeed Adamant Pawniard. Psyshock does more damage to specially defensive Pokemon and becomes even scarier when combined with Calm Mind. It is able to hit Roselia and Cryogonal much harder.

Checks and Counters
===================


**Strong Physical Attackers**: Grumpig does not have the bulk to take on physically offensive Pokemon such as Dodrio and Leafeon. Most won't have much trouble fainting KOing Grumpig after a little bit of chip damage, which is very easy to do since Grumpig lacks reliable recovery.

**Type Advantage**: Grumpig's Psychic typing is can be a defensive liability and makes it prone to common Bug-, Dark- and Ghost-type attacks such as U-Turn, Shadow Ball, and Knock Off. Therefore, Grumpig can be easily pressured by Pokemon with access to these moves, like Leafeon, Misdreavus, and Ninjask.

**Pursuit**: Pursuit users like Stoutland, Dusknoir, Murkrow, Bouffalant, and Metang are all able to KO Grumpig, or if it's holding a Colbur Berry, weaken it considerably and force Grumpig to consume its berry prematurely.

**Chip Damage**: Grumpig lacks anything to heal itself with outside of Leftovers, so residual damage from entry hazards and status effects like Will-oO-Wisp and Toxic from Gourgeist and Lumineon get in the way of what Grumpig wants to accomplish.


Next time you write an analysis, I strongly recommend referring to this.
 
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