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Anti-Lead Grumpig Analysis
Topic Started: Feb 14 2009, 07:14 PM (358 Views)
AbsoluteZero**
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Anti-Lead Pig Version 2.0

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Grumpig @Iron Ball
EVs: 252 HP / 16 Def / 140 SAtk / 100 SDef
Nature: Calm (+SDef, -Atk)
Ability: Thick Fat
-Magic Coat
-Counter
-Trick
-Psychic

Overview: A well built team should always have a good lead. That lead should be something that can stay in against other leads and won’t be forced to switch the first turn in the battle. The purpose of an anti-lead is to counter as many of the most common leads as possible. There are quite a few Pokemon who can do this and many of them have become standard, but Grumpig is one underused Pokemon that can make a good anti-lead in UU and OU. This set gives the underrated pig a more unique role and takes advantage of its ability to learn the rare Magic Coat and Trick.

Moves: Many leads like to begin the battle with a Sleep move like Hypnosis, since disabling an opponent right from the beginning can have an impact on the rest of the battle. Grumpig is one of the few Pokemon that can use Magic Coat. This move goes before any status move and bounces the status back at the user. Watch as all those Gengar, Bronzong, and Breloom starters take a snooze as their attempt at sleep is reflected back at them. Magic Coat is also great for protecting yourself from Leech Seed, stat-lowering moves, and trapping moves like Mean Look. Counter is another useful and sneaky move. Over half of the top leads use physical attacks such as Hippowdon, Tyranitar, Gyarados, Jirachi, and Salamence. Grumpig’s high Special Defense and low Defense make opponents go physical to defeat it. However, Grumpig can take its fair share of physical moves and Counter the attacks back dealing massive damage to your opponent. Trick is the best move on this set. Every Pokemon relies on an item to work well with their moveset. If they get an item that’s completely uselessto them, their entire strategy might get ruined. That’s why Trick + Iron Ball works wonders here.Trick is still useful even after you’ve given away your item. If you get a Choice item in return, you can switch out and come back in to Trick that item onto something that won’t enjoy it. It sure is fun to mess up all those Blisseys and Gliscors by removing their Leftovers and restricting them to one move. Finally, we have Psychic to take advantage of STAB. An offensive move is useful since Grumpig has a pretty good Special Attack stat and can use it to defeat special attacking opponents that have a weakness to Psychic, including Gengar, Infernape, and Roserade. It also gives you something to use in case you get Taunted by the likes of Aerodactyl, Azelf, and Gyarados, since Counter is the only other move on this set not affected by Taunt.

Item: Iron Ball is the star item in this moveset. This item cuts the Speed of the user in half and removes the Ground immunity from all Levitators and Flying-types. Since Grumpig isn’t a Flying-type, doesn’t have Levitate, and isn’t meant to outspeed things, it doesn’t mind temporarily holding an Iron Ball. This item can be incredibly devastating since the majority of OU leads are either speed demons or enjoy immunity to Ground attacks (or even both).

EVs: 252 HP is a must since it allows Grumpig to take both special and physical hits. Max HP is also important because the more HP you have, the more damage you can Counter back. The few Defense EVs guarantee that you will survive an Adamant Choice Band Tyranitar’s unboosted Pursuit, so you can Counter the hit back and get the KO on Tyranitar. Despite the fact that this Grumpig isn’t meant to be special sweeping, EVs in Special Attack will still help a lot. 140 SAtk EVs gives you 251 Special Attack total, which is just enough to ensure an OHKO on the standard Gengar. It will also allow you to break Baton Passing Zapdos’s Substitutes every single time, even those who have max HP EVs. The rest of the EVs go into Special Defense. 100 EVs is just enough to let Grumpig survive a Shadow Ball from any Gengar except for Modest Choice Specs ones.

Ability: Thick Fat is superior to Own Tempo. Confusion is rarely used in competitive battles and even when it is, you can reflect it with Magic Coat. Thick Fat gives you two additional resistances in Ice and Fire, and both are relatively common attack types making Grumpig a great team player.

Just to show you guys what Grumpig is capable of, I will demonstarte what it can do to some of the most common leads

Bronzong – One of the most popular leads in OU wants to be as slow as possible. As a result, it can’t even outspeed an Iron Ball Grumpig. This means Grumpig is free to go first and do what it wants. Bronzong likes opening the match with Hypnosis, which Grumpig can bounce back with Magic Coat. Even if it uses something like Stealth Rock, it gives the pig a free chance to Trick an Iron Ball and remove its Ground immunity allowing something like a Salamence to hit it for Super Effective damage with Earthquake which it normally cannot do thanks to Bronzong having Levitate.

Azelf – Psychic, Flire Blast, and Hidden Power Fighting will all be ineffective and Grass Knot won’t do much damage since Grumig has a resistance to most of Azelf's commonly used moves. That means Azelf can only Nasty Plot or U-Turn (it’s unlikely to Explode at the very start of a battle). Mess it up with Iron Ball if it Nasty Plots. If it U-Turns, Counter so that whatever opponent gets switched in will take a ton of damage (and possibly get KOed). If you predict a Explosion, switch to a ghost type or a steel if you have one on your team.

Gengar – Grumpig can easily survive a Modest Life Orb Shadow Ball and OHKO back with Psychic. If they decide to Trick, then they will get an Iron Ball crippling Gengar. If it decides to use hypnosis then you can just reflect it back with Magic Coat.

Tyranitar – This matchup is interesting and a real test of prediction. Tyranitar likes to Pursuit Psychic types, thinking they will switch. By not switching, you can guarantee you’ll survive the hit and Counter it back, OHKO'ing Tyranitar instantly. Of course, you’ll die soon after due to Sandstorm if Pursuit did more than 94% damage, but think about it: you just defeated one of the most threatening OU Pokemon. That’s certainly an accomplishment for any UU Pokemon =D

Infernape – It resists Close Combat, Fire moves, Hidden Power Ice, and Grass Knot won’t do much. You can easily defeat it with Psychic.

Hippowdon – Trick so that Hippowdon will lose its Leftovers. It’s not much, but Hippowdon can’t do much to you and you can always Counter its Earthquakes.

Yanmega – Grumpig can survive a Modest Life Orb Bug Buzz. Magic Coat Hypnosis or Trick an Iron Ball if it attacks crippling Yanmega for the rest of the match.

Gyarados – Taunt can mess you up, but Grumpig can survive a double Dragon Danced Waterfall from this set and Counter isn’t affected by Taunt. Use Psychic first so that if it does use Taunt, it will be wasted. Any Gyarados that lacks Taunt can be taken care of with a Tricked Iron Ball.

Ninjask – Use Psychic so you can break its Substitutes and prevent it from Swords Dancing. Try to predict when it will Baton Pass, so you can swap Iron Ball onto the recipient.

Swampert – Like Hippowdon, you can’t do much to it, but it can’t do much to you. Still, you have the advantage because of Counter and Trick.

Abomasnow – Thick Fat helps against Blizzard. Reflect back Leech Seed by protecting yourself with Magic Coat. Break its Substitutes with Psychic and you can also Counter if it uses Wood Hammer/Seed Bomb.

Jolteon – You can break all its Substitutes, Thunderbolt won’t do much, and Iron Ball messes it up.

Weavile – If you can survive Tyranitar’s Pursuit, you can easily survive Weavile’s Pursuit. Counter can bring it down.

Zapdos – Same as Jolteon, except Iron Ball is even more devastating since it makes it weak to Ground.

Salamence - Grumpig can survive a Choics Specs Draco Meteor as well as a Choice Band Dragon Claw. Iron Ball messes up SpecsMence (and DDMence) while Counter KOs CBMence. Your only problem is figuring out which set the Salamence has which is pretty difficult.
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Zapdos**
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Good, I didn't know Grumpig got both counter and mirror coat.
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ov312104c1
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This is just me, but wouldn't Lopunny be better at this than Grumpig? Granted it can't use Counter of course, but Lopunny can use both Magic Coat and "Trick"? (Switcheroo). Plus it can help the other teammates/should it need to get out asap (Baton Pass). I mean, once Grumpig Counters, that's that. The opponent knows what you have (move-wise) and now Grumpig is dead weight. Whereas Lopunny enjoys having an ability to exploit and high speed.

But that's just me.
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Zapdos**
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Don't you understand this whole analysis is about the Anti-Lead Grumpig?
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Vee*
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No thick fat. Less bulky.
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Zapdos**
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Quote:
 
No thick fat. Less bulky
See, two different animals.
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ov312104c1
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@Mario: You didn't need to post twice. I understood the first time.
@Vee: Yeah, I know. However less Bulky means nothing when you can just add EVs to it. It's doesn't have THAT little defenses. It can take hits actually. Look at it's Base stats, 65/85/96. It may look bad, but it's decent enough. Because Lopunny is better at running away not being hurt thanks to BP. Plus Wish helps dely it's death longer. Same could be said for Grumpig; however, once you reveal Counter, it's basically dead weight from there because I HIGHLY doubt it's going to survive Pursuit, Crunch, etc.

I stand by my original post.
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Zapdos**
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^_^ Good.
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