Gurdurr

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[OVERVIEW]

Gurdurr makes for a decent option as a bulky physical attacker in the metagame that can break through many bulky Pokemon such as Type: Null and Gigalith. It also gets STAB Drain Punch, which allows for some recovery, and STAB priority Mach Punch, which allows it to beat faster threats such as Sneasel, Heliolisk, Zangoose, and Vanilluxe. Gurdurr has relatively poor special bulk and is vulnerable to neutral special attacks, even with Eviolite. Gurdurr has limited moveslots for coverage, which means it can have trouble with Flying-, Fairy-, and Poison-types depending on the coverage move it decides to run. Other Fighting-types in the tier such as Virizion, Hariyama, and Hitmonlee give Gurdurr stiff competition due to their Speed and raw power.

[SET]
name: Bulky Physical Attacker
move 1: Drain Punch
move 2: Ice Punch
move 3: Mach Punch
move 4: Knock Off
item: Eviolite
ability: Iron Fist / Guts
nature: Adamant
evs: 252 HP / 224 Atk / 32 Def

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

Drain Punch allows Gurdurr to regain health while doing damage to foes. Mach Punch provides Gurdurr with a good priority attack to make up for its low Speed to beat faster, frailer threats once they are damaged. Ice Punch allows Gurdurr to hit the Flying-types that threaten it, as well as hitting Grass-types like Venusaur and Whimsicott that resist Gurdurr's Fighting-type STAB moves. Knock Off hits Ghost- and Psychic-types, and it is also a great move for removing crucial items such as Golbat's Eviolite and Venusaur's Leftovers, allowing Gurdurr to beat these foes more easily.

Set Details
========

Eviolite makes Gurdurr quite bulky on the physical side and helps with its poor special bulk. The given EV spread allows Gurdurr to survive a +1 Corkscrew Crash from Klinklang after Stealth Rock damage. The remaining EVs are placed into Attack along with an Adamant nature to allow Gurdurr to hit as hard as possible, being able to 2HKO bulky Venusaur with Ice Punch. Iron Fist gives Gurdurr's punch moves a slight boost in power, allowing it to secure KOs, such as the OHKO on Heliolisk after Stealth Rock. Guts can be run as an option to turn Gurdurr into a status absorber that can wallbreak better at the cost of being less reliable, as Guts gives a higher boost but requires status; Iron Fist gives a boost right off the bat.

Usage Tips
========

Gurdurr can sufficiently use Knock Off throughout the early-game, as it has almost no drawbacks and can surprise common Gurdurr checks. Drain Punch makes for a good way for Gurdurr to recover some of its HP, as well as being its primary STAB attack. Gurdurr can be used to threaten many common Normal-, Rock-, and Steel-types and has the bulk to come in on these Pokemon. Mach Punch is useful for revenge killing Pokemon such as Heliolisk, Zangoose, Klinklang, and Sneasel.

Team Options
========

In order to deal with Psychic-types that Gurdurr struggles with, Dark- and Ghost-type attackers such as Sneasel and Mismagius are quite beneficial. Sneasel in particular can Pursuit trap the Psychic-types which threaten Gurdurr, which is especially useful. In return, Gurdurr provides them with a check to bulky Dark-types like Incineroar that they struggle with. Poison-types such as Toxicroak and Garbador help Gurdurr deal with Fairy-types, which resist most of Gurdurr's moves, and Garbador can also set Spikes to help wear down Gurdurr's checks. Gurdurr appreciates the support of Pokemon that threaten Slowbro like Heliolisk and Guzzlord, as Slowbro is a severe threat to Gurdurr as well as a good switch-in. Steelix, Sneasel, and Rhydon all provide answers to Flying-types that bother Gurdurr. Togedemaru is a useful teammate, as it can provide both Wish and U-turn support. Steelix and Rhydon also give helpful Ground coverage that helps Gurdurr defeat the Poison-types that resist its primary attacks. Psychic-types like Slowbro and Delphox help Gurdurr deal with Poison-types as well.

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

Stone Edge is an interesting option that can be used to surprise Flying-types such as Vikavolt and Xatu that would normally threaten Gurdurr. Thunder Punch can be used instead of Ice Punch, which trades the ability to hit Grass-types super effectively for the ability to 2HKO Slowking. Toxic is a useful option to cripple bulky Pokemon like Slowbro, Slowking, and Vaporeon. Poison Jab can be used to hit Aromatisse and Mega Audino, as both would normally wall it. Bulk Up can be run to increase Gurdurr's offensive and defensive presence, as it finds a lot of Pokemon to set up on.

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

**Bulky Poison-types**: Bulky Poison-types like Weezing, Vileplume, and Garbodor can chip Gurdurr down or take advantage of Gurdurr's low Special Defense.

**Flying-types**: Flying-types such as Vivillon, Golbat, and Scyther resist Gurdurr's STAB attacks, can use Gurdurr as setup fodder, and threaten it with a 2HKO or an OHKO.

**Psychic-types**: While none can switch in comfortably due to the presence of Knock Off, Psychic-types such as Xatu, Delphox, and Mesprit can deal huge amounts of damage to Gurdurr before it can respond.

**Fairy-types**: Fairy-types such as Aromatisse, Whimsicott, and Granbull resist all of Gurdurr's moves except for Ice Punch, making Gurdurr nearly useless versus them.

**Special Attackers**: Strong special attackers such as Delphox, Vanilluxe, and Sceptile can take advantage of Gurdurr's low Special Defense and KO it with even neutral hits.

**Slowbro**: Slowbro takes very little damage from Gurdurr's attacks, even from a super effective coverage move.
 
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  • It also gets STAB Drain Punch which allows for some recovery, as well as STAB priority Mach Punch which allows it to beat faster threats such as Sneasal and Vanilluxe.
Mention Zangoose and Heliolisk here, too -- they're both pretty common and come into play here, especially considering it eats a +6 Quick Attack.

Take 4 EVs out of Attack and put them into Defense because it lets you always live 2 Psyshock from Delphox from full (49.7% max as opposed to just over 50%). You do not gain anything too significant with the 4 Attack EVs and you do not hit a jump point, so it should be fine.

Add a bullet point to set details explaining Adamant nature is used to maximize damage output -- or just throw it into the point where you discuss the remaining Attack EVs, either or.

  • Gurdurr can also setup on more passive defensive Pokemon such as Regirock.
You mention this in usage tips, but your set does not have any setup moves. Perhaps you mean it can take advantage of them by coming in safely and doing significant damage or crippling an opposing Pokemon that switches in with Knock Off? Unsure -- if you mean that, then change the bullet point to that. Otherwise, delete it entirely as it makes no sense given how it currently is (also, Regirock is not particularly common, so perhaps you could add another example such as Type-Null, Steelix, or even Miltank in order to bolster the point itself if you do keep it).

Give more examples for Mach Punch revenge killing in the following bullet point -- perhaps just have it mirror the bullet point in the overview that I discussed at the top of the post in terms of the Pokemon listed as they're all relevant enough to warrant a mention.

Combine the first two bullet points of team options as mentioning what Gurdurr does for those Pokemon belongs in the same thought as their initial mentions as it doesn't make sense standalone considering it is about team options for Gurdurr mainly.

Add mentions of Taunt and Poison Jab to the OO (perhaps mention that it can creep Speed for Mega Audino, Druddigon, Rhydon, Steelix, etc. with Taunt and that it hits Whimsicott and Aromatisse with Poison Jab, most notably the latter).

Rest looks good. Implement this and 1/3!
 
The main set should have its EV's adjusted to 252 HP / 224 Atk / 32 Def.

You don't need to have that much bulk on it, as you're giving up so much attack investment on what should be a wall breaker for the ability for it to eat hits it doesn't need to. Scarf boar wont 2hko Gurdurr thanks to Drain Punch recovery and the loss in power is extremely noticeable which makes avoiding the 2hko from Delphox a lot less worth it.

Changing the EVs to the ones listed above nets you the ability to live a +1 Corkscrew Crash from Klinklang after rocks. I wont go every every calc but the bump in attack is most notable for being able 2hkoing physically defensive Venusaur with Ice Punch.


Guts should be slashed after Iron Fist, not an oo. Guts still has a lot of merit in this meta filled with Toxic, so having an option to have a status sponge is good enough to be listed in the main set as a slash.


Drop taunt from oo. You need to speed invest just to out speed base 40's, and its way too much investment to creep base 50's. Not worth even mentioning.


Mention Vikavolt as a target for stone edge over Vivillon as Vivillon is ohko'd by Ice Punch.


Remove whims as a target for Poison Jab in oo as Ice Punch does the same thing. Replace with mentions that it does relevant damage to Mega Audino.


Thunder Punch should be revamped a bit. The only bulky waters you're actually 2hkoing is Slowking. I'd mention that it hits flying types still like Ice Punch, but you trade the coverage against Venusaur and friends for the ability to hit 2hko Slowking and give relevant damage to the likes of Vaporeon.


"Gurdurr has limited coverage which means it can have trouble with Flying, Fairy, and Poison types."
I'd recommend rewording this. It has quite a few options for coverage, but the issue is it can only run 1 coverage option. I'd make this the focus of this part rather then saying it doesn't have the options.


Mega Audino and Slowbro should be added to checks and counters.


if you add these changes I'll give it QC check 2/3!
 
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quziel

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Moves:
"Its also a great move for removing items in general, particularly Golbat's Eviolite."
Reword, emphasize that it can remove lefties too, letting you actually beat pdef venu (depending on rolls).

Set Details:
" Iron Fist gives Gurdurr's punch moves a slight boost in power."
What does this do for it, provide some example, at least.

"Guts can be run as an option to turn Gurdurr into a status absorber who can wallbreak better with it, at the cost of being situational."
Not necessarily conditional, just less reliable, emphasize that Iron fist provides consistent power, allowing it to do XYZ right off the bat, while guts is a higher boost, but requires status.

Usage Tips:
" Gurdurr can be used to threaten many common Normal, Rock, and Steel types in the metagame. Use this to your advantage when you can pivot in or revenge kill. Mach Punch is useful for revenge killing fast, frail Pokemon such as Heliolisk, Zangoose, and Sneasel while also being able to revenge kill weakened setup sweepers like Klinklang."

Truncate a lot of this; emphasize that it has the bulk to, and should come in on many normal, rock, and steel types, while being able to (revenge) kill Lisk, Zangoose, and Sneasel, and Klinklang.

Team Options:
"In order to deal with Psychic types that Gurdurr struggles with, Dark and Ghost type attackers such as Mismagius and Sneasel are quite beneficial. "
Emphasize that pursuit trappers like Sneasel can remove these psychic and ghost types for it.


"Poison Types such as Toxicroak and Garbador help Gurdurr deal with Fairy types which resist both of Gurdurr's moves. "
Per usual, emphasize that Garbodor can also lay spikes, which wear down many of its checks.


"Gurdurr appreciates the support of Pokemon who threaten Slowbro, a severe threat to Gurdurr as well as an easy switch in."
Give at least one example

Figure out some way to mention toge, it helps a ton, both with wish support, and through u-turn shite (as well as beating whims).

Other options:

-Mention Bulk Up somewhere, emphasize that giving up Ice Punch / Knock off aren't nice, but note that it beats every variant of Type:Null, and can occasionally work as a win condition.

"Thunder Punch can be used as well to deal with the likes of Slowking, as well as being able to hit Flying-types without the accuracy drawback of Stone Edge but overall dealing less damage to Flying-types. While Ice Punch hits Flying-types as well, Thunder Punch is a good middle-ground between hitting Slowking as well as Flying-types."

This doesn't have to be two sentences, just note that Tpunch trades a SE hit on grass types for a 2hko on slowking compared to Ice Punch, as well as

Checks and Counters:

"Flying types: Flying types such as Vivillon, Golbat, and Scyther resist Gurdurr's STAB attacks and can use Gurdurr for setup fodder."
They also threaten it with a 1/2HKO/Golbat thing.

"Physically Bulky Pokemon: Physically bulky Pokemon, particularly Slowbro and Mega Audino, take very little damage from Gurdurr's attacks, even a super-effective coverage move."
Both of your examples here are redundant when Fairy types and Psychic types also exist. Roll the two into their respective bullets, and either find new examples, or delete this.

Get a hold of me after implementing this and I'll scan it once more before 3/3.
 

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Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]
Gurdurr makes for a decent option as a bulky physical attacker in a the metagame where there are many bulky Pokemon needed to be broken through (replace this with "that can break through many bulky Pokemon such as" and then put in some examples). It also gets STAB Drain Punch,(AC) which allows for some recovery, as well as and STAB priority Mach Punch,(AC) which allows it to beat faster threats such as Sneasel, Heliolisk, Zangoose, and Vanilluxe. Gurdurr has relativly relatively poor special bulk,(RC) and while made better by Eviolite,(RC) is vulnerable to neutral special attacks,(AC) even with Eviolite. Gurdurr has limited moveslots for coverage, which means it can have trouble with Flying-(AH), Fairy-(AH), and Poison-(AH)types depending on the coverage move it decides to run. Other Fighting-types in the tier such as Virizion, Hariyama, Emboar, and Hitmonlee give Gurdurr stiff competition due to their speed and raw power.

[SET]
name: Bulky Physical Attacker
move 1: Drain Punch
move 2: Ice Punch
move 3: Mach Punch
move 4: Knock Off
item: Eviolite
ability: Iron Fist / Guts
nature: Adamant
evs: 252 HP / 224 Atk / 32 Def.(period)

[SET COMMENTS]
Moves
========
Drain Punch allows Gurdurr to regain health while doing damage to its opponent foes. Mach Punch provides Gurdurr with a good priority attack to make up for its low Speed to beat faster, frailer threats once they are damaged. Ice Punch allows Gurdurr to hit the Flying-types that threaten Gurdurr it, as well as hitting Grass-types like Venusaur and Whimsicott which that resist Gurdurr's Fighting STABs STAB moves. Knock Off can be used to (only move in the fourth moveslot) hits Ghost-(AH) and Psychic-(AH)types,(RC) while removing and removes the foe's item, potentially crippling it. Its It is also a great move for removing crucial items such as Golbat's Eviolite or and Venusaur's Leftovers, allowing you Gurdurr to beat it.

Set Details
========
Eviolite makes Gurdurr quite bulky on the physically defensive physical side and helps with its poor special bulk. The listed given EV spread allows Gurdurr to survive a +1 Corkscrew Crash from Klinklang after Stealth Rocks Rock damage. The remaining EVs are placed into Attack along with an Adamant nature to allow Gurdurr to hit as hard as possible, being able to 2HKO bulky Venusaur with Ice Punch..(period) (remove extra period) Iron Fist gives Gurdurr's punch moves a slight boost in power, allowing it to secure KOs, such as being able to OHKO Heliolisk after Stealth Rock. Guts can be run as an option to turn Gurdurr into a status absorber who that can wallbreak better with it,(RC) at the cost of being less reliable, as while Guts gives a higher boost it but requires status; Iron Fist gives a boost right off the bat.

Usage Tips
========
Gurdurr can sufficiently use Knock Off throughout the early-game, as it is a almsot has almost no drawbacks move and can lure in surprise common Gurdurr checks. Drain Punch makes for a good way for Gurdurr to recover some of its HP,(AC) as well as being its primary STAB attack. Gurdurr can be used to threaten many common Normal-(AH), Rock-(AH), and Steel-(AH)types in the metagame and has the bulk to come in on these Pokemon. Mach Punch is useful for revenge killing Pokemon such as Heliolisk, Zangoose, Klinklang, and Sneasel.

Team Options
========
In order to deal with Psychic-(AH)types that Gurdurr struggles with, Dark-(AH) and Ghost-(AH)type attackers such as Mismagius and Sneasel are quite beneficial. Sneasel in particular can Pursuit-(RH)trap these Pokemon Psychic-types and is especially useful. In return,(AC) Gurdurr also provides them with a check to bulky Dark-(AH)types like Incineroar that they struggle with. Poison-(AH)types such as Toxicroak and Garbador help Gurdurr deal with Fairy-(AH)types which resist both most of Gurdurr's moves, and Garbador can set Spikes to help weak wear down Gurdurr's checks. Gurdurr appreciates the support of Pokemon who that threaten Slowbro like Heliolisk and Guzzlord, as Slowbro is a severe threat to Gurdurr as well as an easy a good switch-(AH)in. Steelix, Sneasel, and Rhydon all provide answers to flying types Flying-types that bother Gurdurr. Togedemaru is a useful teammate,(AC) as it can provide both Wish and U-turn support. Steelix and Rhydon also give helpful Ground coverage that helps Gurdurr defeat the Poison-types that resist Gurdurr's its primary attacks. Psychic-types like Slowbro and Delphox help Gurdurr deal with Poison-types as well.

[STRATEGY COMMENTS]
Other Options
=============
Stone Edge is an interesting option that can be used to lure in surprise (Gurdurr is the lure, not Stone Edge) Flying-(AH)types such as Vikavolt and Xatu that would normally threaten Gurdurr. Thunder Punch instead of Ice Punch trades the option of hitting Grass-types super effectively for the ability to 2HKO Slowking. Toxic is a useful option to cripple bulky Pokemon like Slowbro, Slowking, and Vaporeon. Poison Jab can be used to hit both Aromatisse and Mega Audino, as both would normally wall it. Bulk Up can be run to increase Gurdurr's offensive and defensive presence,(AC) as Gurdurr it finds a lot of Pokemon to set up on (such as...?).

Checks and Counters
===================
**Bulky Poison Types**: Bulky Poison-(AH)types like Weezing, Vileplume, and Garbador can make for difficulties with either chip damage Gurdurr down or taking take advantage of Gurdurr's low Special Defense.

**Flying-types**: Flying-(AH)types such as Vivillon, Golbat, and Scyther resist Gurdurr's STAB attacks,(AC) and can use Gurdurr for as setup fodder,(AC) and also threaten it with a 2HKO or an OHKO.

**Psychic-types**: While none can switch in comfortably due to the presence of Knock Off, Psychic-(AH)types such as Xatu, Delphox, and Mespirit Mesprit can deal huge amounts of damage to Gurdurr before it can respond with Knock Off.

**Fairy-types**: Fairy-(AH)types such as Aromatisse, Whimsicott, and Granbull resist all of Gurdurr's moves except for Ice Punch, making Gurdurr nearly useless versus these foes them.

**Special Attackers**: Strong special attackers such as Delphox, Vanilluxe, and Sceptile can take advantage of Gurdurr's low Special Defense and KO it with even neutral hits.

**Slowbro**: Slowbro takes very little damage from Gurdurr's attacks, even from a super-(RH)effective coverage move.
GP 1/2
 
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[OVERVIEW]
(Linebreak)
Gurdurr makes for a decent option as a bulky physical attacker in the metagame that can break through many bulky Pokemon such as Type: Null and Gigalith. It also gets STAB Drain Punch, which allows for some recovery, and STAB priority Mach Punch, which allows it to beat faster threats such as Sneasel, Heliolisk, Zangoose, and Vanilluxe. Gurdurr has relatively poor special bulk and is vulnerable to neutral special attacks, even with Eviolite. Gurdurr has limited moveslots for coverage, which means it can have trouble with Flying-, Fairy-, and Poison-types depending on the coverage move it decides to run. Other Fighting-types in the tier such as Virizion, Hariyama, Emboar, and Hitmonlee give Gurdurr stiff competition due to their speed Speed and raw power.

[SET]
name: Bulky Physical Attacker
move 1: Drain Punch
move 2: Ice Punch
move 3: Mach Punch
move 4: Knock Off
item: Eviolite
ability: Iron Fist / Guts
nature: Adamant
evs: 252 HP / 224 Atk / 32 Def.(period) Def

[SET COMMENTS]
Moves
========
(Linebreak)
Drain Punch allows Gurdurr to regain health while doing damage to foes. Mach Punch provides Gurdurr with a good priority attack to make up for its low Speed to beat faster, frailer threats once they are damaged. Ice Punch allows Gurdurr to hit the Flying-types that threaten it, as well as hitting Grass-types like Venusaur and Whimsicott that resist Gurdurr's Fighting Fighting-type STAB moves. Knock Off hits Ghost- and Psychic-types and removes the foe's item, potentially crippling it. It Psychic-types, and it is also a great move for removing crucial items such as Golbat's Eviolite and Venusaur's Leftovers, allowing Gurdurr to beat it these foes more easily.

Set Details
========
(Linebreak)
Eviolite makes Gurdurr quite bulky on the physical side and helps with its poor special bulk. The given EV spread allows Gurdurr to survive a +1 Corkscrew Crash from Klinklang after Stealth Rock damage. The remaining EVs are placed into Attack along with an Adamant nature to allow Gurdurr to hit as hard as possible, being able to 2HKO bulky Venusaur with Ice Punch. Iron Fist gives Gurdurr's punch moves a slight boost in power, allowing it to secure KOs, such as being able to the OHKO on Heliolisk after Stealth Rock. Guts can be run as an option to turn Gurdurr into a status absorber that can wallbreak better with it at the cost of being less reliable, as Guts gives a higher boost but requires status; Iron Fist gives a boost right off the bat.

Usage Tips
========
(Linebreak)
Gurdurr can sufficiently use Knock Off throughout the early-game, as it has almost no drawbacks and can surprise common Gurdurr checks. Drain Punch makes for a good way for Gurdurr to recover some of its HP, as well as being its primary STAB attack. Gurdurr can be used to threaten many common Normal-, Rock-, and Steel-types and has the bulk to come in on these Pokemon. Mach Punch is useful for revenge killing Pokemon such as Heliolisk, Zangoose, Klinklang, and Sneasel.

Team Options
========
(Linebreak)
In order to deal with Psychic-types that Gurdurr struggles with, Dark- and Ghost-type attackers such as Sneasel and Mismagius and Sneasel are quite beneficial. Sneasel in particular can Pursuit trap Psychic-types and Psychic-types, which is especially useful. (You fail to explain why it's especially useful so I made it such that Pursuit is the useful thing. Provide a real reason for Sneasel to be "especially useful" and you can go back to "and") In return, Gurdurr provides them with a check to bulky Dark-types like Incineroar that they struggle with. Poison-types such as Toxicroak and Garbador help Gurdurr deal with Fairy-types which Fairy-types, which resist most of Gurdurr's moves, and Garbador can also set Spikes to help wear down Gurdurr's checks. Gurdurr appreciates the support of Pokemon that threaten Slowbro like Heliolisk and Guzzlord, as Slowbro is a severe threat to Gurdurr as well as a good switch-(AH)in switch-in. Steelix, Sneasel, and Rhydon all provide answers to Flying-types that bother Gurdurr. Togedemaru is a useful teammate, as it can provide both Wish and U-turn support. Steelix and Rhydon also give helpful Ground coverage that helps Gurdurr defeat the Poison-types that resist its primary attacks. Psychic-types like Slowbro and Delphox help Gurdurr deal with Poison-types as well.

[STRATEGY COMMENTS]
Other Options
=============
(Linebreak)
Stone Edge is an interesting option that can be used to surprise Flying-types such as Vikavolt and Xatu that would normally threaten Gurdurr. Thunder Punch can be used instead of Ice Punch trades the option of hitting Punch, which trades the ability to hit Grass-types super effectively for the ability to 2HKO Slowking. Toxic is a useful option to cripple bulky Pokemon like Slowbro, Slowking, and Vaporeon. Poison Jab can be used to hit Aromatisse and Mega Audino, as both would normally wall it. Bulk Up can be run to increase Gurdurr's offensive and defensive presence, as it finds a lot of Pokemon to set up on.

Checks and Counters
===================
(Linebreak)
**Bulky Poison Types Poison-types**: Bulky Poison-types like Weezing, Vileplume, and Garbador Garbodor can chip Gurdurr down or take advantage of Gurdurr's low Special Defense.

**Flying-types**: Flying-types such as Vivillon, Golbat, and Scyther resist Gurdurr's STAB attacks, can use Gurdurr as setup fodder, and threaten it with a 2HKO or an OHKO.

**Psychic-types**: While none can switch in comfortably due to the presence of Knock Off, Psychic-types such as Xatu, Delphox, and Mesprit can deal huge amounts of damage to Gurdurr before it can respond.
(Linebreak)
**Fairy-types**: Fairy-types such as Aromatisse, Whimsicott, and Granbull resist all of Gurdurr's moves except for Ice Punch, making Gurdurr nearly useless versus them.

**Special Attackers**: Strong special attackers such as Delphox, Vanilluxe, and Sceptile can take advantage of Gurdurr's low Special Defense and KO it with even neutral hits.

**Slowbro**: Slowbro takes very little damage from Gurdurr's attacks, even from a super effective coverage move.

2/2
 
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