QC: / /
- With a great HP stat alongside high Defense, Buzzwole cements itself as one of the best physically defensive walls in the metagame.
- Its Bug / Fighting typing also aids it defensively as well, providing it resistances to a slew of physically offensive types, with the most notable being Dark, Fighting, and Ground. Thus, enabling Buzzwole to check common offensive threats such as Zygarde, Mamoswine, and Weavile.
- Access to reliable recovery and other useful utility options such as Taunt and Bulk Up also allows Buzzwole to perform incredibly well versus other defensive walls.
- Buzzwole is no slouch offensively as well, possessing a sky high Attack stat which is incredibly devastating for a wall, meaning it has no problem in threatening out the offensive threats its supposed to check, especially since it can take advantage in its access to coverage options such as Ice Punch and Earthquake. This also means that Buzzwole can pull off offensive sets to great success as well, either being an effective bulky setup sweeper with Traige or a devastating wallbreaker with Tinted Lens.
- However, bearing a poor specially defensive stat forces Buzzwole to be threaten out by almost every special attacker, as even resisted hits can weaken it out down immensely. This is exacerbated by the fact that Buzzwole is weak to common specially offensive types in Fire, Fairy, and Psychic. Buzzwole also possesses a nasty 4x weakness to Flying-type attacks, meaning offensive threats such as Aerilate Landorus-T and Zygarde can easily break through it without needing to setup.
- Offensive sets are are faced with the issue of a lack of Speed and coverage options, as the former disables it from threatening out opposing offensive teams unless it runs Triage, while the latter means that it cannot threaten out certain defensive walls depending on which coverage options it chooses to run.
[Physically Defensive Wall]
Buzzwole @ Leftovers / Rocky Helmet
Ability: Intimidate / Flash Fire / Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
- Hammer Arm
- Taunt / Bulk Up
- Ice Punch / Earthquake
- Hammer Arm is Buzzwole's main source of power, acting as a high powered STAB move which only comes with the drawback of lowering Buzzwole's already mediocre Speed.
- Taunt is a great tool in crippling other defensive walls while also enabling Buzzwole to prevent setup sweepers such as Golisopod and Terrakion from using Buzzwole as setup fodder.
- Bulk Up is an alternative utility option which works great in tandem with Magic Bounce, turning Buzzwole into a powerful and bulky sweeper which cannot be stopped by phazing and status moves.
- Roost is a reliable recovery move which increases Buzzwole's sustainability.
- Ice Punch acts as a great coverage option which enables Buzzwole to threaten out Ground-types its intended to check such as Zygarde, Landorus-T, and Garchomp.
- Earthquake is an alternative coverage option in order for Buzzwole to deal more damage to Poison- and Fire-type threats such as Toxapex and Victini, while also hitting Magearna fairly hard if it chooses to switch in.
- Intimidate allows Buzzwole to switchin versus a variety of powerful offensive threats such as Mamoswine, Tyranitar, and Bisharo comfortably.
- Flash Fire can be used instead in as a means in checking Fire-types such as Victini, Alolan Marowak, and Entei, threats that Buzzwole would otherwise have a hard time dealing with.
- Magic Bounce is another alternative option which enables Buzzwole to come in versus entry hazard setters such as Hippowdown and Landorus-T in an attempt to bounce back the entry hazards. It also allows Buzzwole to avoid pesky status conditions such as poison and burn alongside other crippling status moves such as Taunt, making it much more difficult to properly break through.
- EVs are maxed out in both HP and Defense with an Impish nature in order to maximize Buzzwole's defensive capabilities.
- Leftovers are given to prolong Buzzwole's sustainability. Rocky Helmet can be used instead to grant Buzzwole extra chip damage versus threats that abuse contact moves, especially common ones such as U-Turn and Knock Off.
- Buzzwole can be brought in against the majority of physically offensive threats thanks to its impeccable natural bulk alongside useful abilities such as Intimidate. Since most threats will have a difficult time breaking through it unless they carry super effective coverage options or specially offensive coverage moves.
- Buzzwole must be careful in switching into certain threats however if it is carrying Flash Fire, since Fire-types such as Victini and Entei are beginning to run Mold Breaker in an attempt to break though it.
- Taunt should be utilized to cripple other defensive walls such as Chestnaught and Ferrothorn that might try to use Buzzwole as entry hazard setup fodder. It also can be utilized to block offensive setup sweepers such as Zygarde and Snorlax in breaking through Buzzwole after attempting to gain setup boosts.
- Buzzwole should proceed to setup once its checks have been significantly weakened, meaning opposing special attackers should be eliminated or unable to switchin to it.
- Buzzwole works great on defensive teams that need a reliable defensive wall that can reliably check the majority of threats. Pairing it with specially defensive walls such as Chansey and Alolan Muk can be especially beneficial since they can check prominent special attackers which threaten Buzzwole out such as Magearna, Thundurus, and Mega Alakazam, while Buzzwole can check threats such as Zygarde and Bisharp in return.
- Rock-types such as Diancie, Nihilego, and Tyranitar are great partners as well, since they can switchin to Flying- and Fire-type attacks while Buzzwole checks Fighting- and Ground-types. All the aforementioned examples can also provide Stealth Rock support.
- Entry hazard removal through partners such as Zapdos, Mew, and Gligar can also help Buzzwole switchin against more threats without fearing to be 2HKOed due to chip damage.
- Unaware walls can help Buzzwole check certain physical setup sweepers that it is unable to stop in Adaptability Garchomp and Minior. Great examples include defensive partners such as Skarmory and Zapdos.
- Steel-types that can deal with Psychic- and Flying-types such as Magearna and Heatran can also be beneficial, as Buzzwole can help check Fighting- and Ground-types in return.
Buzzwole @ Leftovers / Life Orb
EVs: 252 HP / 252 Atk / 4 SpD
- Leech Life
- Bulk Up
- Ice Punch
- Leech Life works wonders in combination with Triage, granting Buzzwole a decently powerful high priority STAB move which can also drain its opponents health.
- Bulk Up turns Buzzwole into a powerful yet bulky physical sweeper which can sweep teams once its checks have been appropriately dealt with.
- Superpower is Buzzwole's secondary STAB option, enabling it to target specific threats that resist Leech Life like Skarmory, Heatran, and Magearna.
- Ice Punch is a great coverage option, targeting Flying-types such as Zapdos, Gligar, and Landorus-T which otherwise resist both of it's STAB attacks.
- Triage enables Buzzwole to fire off a priority STAB move off of Leech Life, making it quite difficult to properly revenge kill.
- EVs have been maxed out in HP and Attack with an Adamant nature to turn Buzzwole into a powerful yet bulky set up sweeper.
- Leftovers is given to increase Buzzwole's sustainability. Life Orb can be used instead to grant Buzzwole more power, since the recoil damage is can be circumvented through the HP recovering provided by Leech Life.
- Buzzwole should proceed to setup once its checks such as faster Fire- and Flying-type threats have been weakened. From there, Buzzwole can easily sweep a majority of teams thanks to its powerful priority attacks and STAB options threatening both faster and defensive threats respectively.
- Superpower should only be utilized in targeting threats that resist Leech Life, since the stat drops in both it's Attack and Defense can halt Buzzwole from sweeping due to it being left more vulnerable.
- Ice Punch is best used to catch Flying-types as they try to switch into either of Buzzwole's STAB attacks. However, if Buzzwole is faced against a faster Flying-type threat that can threaten to OHKO it such as Aerilate Landorus-T or Noivern, it should proceed to switch out due to Leech Life not being able to OHKO the aformentioned threats without a considerable amount of chip damage or setup boosts.
- Buzzwole fears threats that often carry priority blocking abilities such as Psychic Surge Alakazam and Dazzling Minior since they cannot be hit by Leech Life, often forcing Buzzwole to either switch out or use Focus Punch on a predicted set up turn with the ladder.
- Teammates that can take advantage of Buzzwole's ability to threaten out offensive threats are greatly appreciated, with main examples being Manaphy, Snorlax, and Volcanion. The aforementioned examples can break through defensive threats in return.
- Threats that share similar checks to Buzzwole such as Garchomp, Zygarde, and Snorlax are especially useful, since they can aid Buzzwole in breaking down their shared checks.
- Other setup sweepers such as Zygarde, Volcorona, and Xurkitree can apply more pressure on the opposing team, aiding Buzzwole in weakening down its checks such as Tapu Fini, Magearna, and Zapdos.
- Entry hazard setters such as Heatran, Ferrothorn, and Mew are greatly appreciated as well, providing useful chip damage which can often turn certain 3HKO into 2HKO against threats such as Zapdos and Mandibuzz
- Rock-type partners also provide utility in checking Flying- and Fire-type threats which force Buzzwole out. Great examples include Diancie and Tyranitar, where the former can provide cleric support through Heal Bell and the ladder can trap Psychic-types with Pursuit.
- Magearna is a great partner to Buzzwole, since not only can it check most Flying-, Fairy-, and Psychic-type threats, but can also provide slow pivoting through Volt Switch.
[Tinted Lens Wallbreaker]
Buzzwole @ Choice Band
Ability: Tinted Lens
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Superpower / Hammer Arm
- Leech Life
- Ice Punch
- Superpower is Buzzwole's strongest Fighting-type STAB move, dishing out incredible amounts of damage to the majority of targets that are not immune or heavily resist it. Hammer Arm is an alternative option that does not lower Buzzwole's offensive and defensive capabilities after every use, but comes with the cost of being slightly less powerful while also lowering Buzzwole's Speed after each use.
- Leech Life is Buzzwole's secondary STAB option, enabling it to hit Psychic-types that would like to come in on its Fighting-type attacks such as Mew and Victini. It also comes with the added factor of draining the opponents HP, prolonging Buzzwole's sustainability.
- Earthquake is an effective coverage option, targeting Steel- and Poison-types that resist Buzzwole's main STAB attacks such as Doublade, Toxapex and Aegislash.
- Ice Punch rounds off Buzzwole's coverage, allowing it to target Flying-types such as Landorus-T, Zapdos, and Noivern for a considerable amount of damage.
- Tinted Lens enables Buzzwole to break through its usual checks such as Tapu Fini, Golisopod, and Levitate Toxapex. As it can now safely use its STAB moves to 2HKO all of the aforementioned targets after Stealth Rock chip damage, making it much more difficult to properly handle.
- A Choice Band is equipped to turn Buzzwole into a physical nuke, allowing it to blow past the majority of defensive walls in the metagame.
- EVs have been maxed out in both Attack and Speed with a Jolly nature in order for Buzzwole to hit as hard as possible, while still letting it able to outspeed as many threats as it can. An Adamant nature can be utilized instead in order to further augment Buzzwole's offensive capabilities, ensuring the 2HKO on certain targets such as Doublade and Intimidate Zapdos after one round of Stealth Rock chip.
- Buzzwole should be spamming either of its STAB attacks in most cases thanks to the moves capability in hitting the majority of the metagame hard for at least neutral damage thanks to Tinted Lens.
- Bring Buzzwole in early game to dish out the most amount of damage to opposing walls, since it can hopefully weaken the opposing team to a point where its teammates can cleanly sweep endgame.
- Superpower should be utilized once defensive walls such as Skarmory, Tapu Fini, and opposing Buzzwole have been severely weakened, as the decrease in both Attack and Defense can leave Buzzwole extremely vulnerable the proceeding turn if it is incapable of ensuring the 2HKO.
- Earthquake is best used as a means in hitting Steel- and Poison-types that are either immune or 4x resist Buzzwole's Fighting-type attacks such as Doublade and Gengar respectably.
- While Buzzwole can still target Flying-types with either its STAB attacks due to Tinted Lens negating the resistance, it still should be using Ice Punch to target specific threats such as Gligar and non-Delta Stream Zapdos to ensure the 2HKO.
- Offensive partners that can take advantage of Buzzwole's capability in luring and breaking down common defensive staples such as Tapu Fini, Skarmory, Zapdos, Doublade, and opposing Buzzwole are greatly appreciated. Great examples include Victini, Tapu Koko, and Manaphy
- More specifically, teammates that share similar checks such as Mamoswine, Zygarde, Minior, and Weavile can be especially useful since Buzzwole can break down their respective defensive checks, opening up holes for the aforementioned threats to clean up lategame.
- Entry hazard support can be vital for Buzzwole's overall success, turning 3HKOs into crucial 2HKOs against threats such as Doublade, Intimidate Gligar, and opposing Buzzwole. Entry hazard setters like Ferrothorn, Skarmory, and Heatran can be extremely useful as not only do they set up either Stealth Rock or Spikes, but can also help Buzzwole in checking Psychic- and Fairy-type threats such as Mega Alakazam and Magearna.
- Slow pivoting support from teammates such as Magearna, Manaphy, and Zapdos can also aid Buzzwole in coming in more safely, allowing it to wallbreak more consistently throughout the match.
- Buzzwole can run a defensive Unaware set, letting it able to check certain set up sweepers such as Bisharp and Snorlax regardless upon how many boosts they are able to accumulate. However, this trades Buzzwole's ability to switchin against powerful physical attackers such as Adaptability Mamoswine and means it cannot check Fire-types through Flash Fire.
- An offensive Poison Heal set with Bulk Up can also be utilized to turn Buzzwole into a sturdy set up sweeper that cannot be threatened by status. However, this set is often forced out by faster threats compared to the Triage set.
Checks and Counters
[Flying-type Moves]: Due to Buzzwole's 4x weakness to Flying-type attacks, threats such as Noivern, Aerilate Landorus-T, and Skarmory can all do a heavy amount of damage to Buzzwole through their STAB attacks.
[Fire-types]: If Buzzwole is not carrying Flash Fire or if they carry Mold Breaker, threats such as Victini, Entei, and Infernape can easily break through Buzzwole with their STAB moves. However, they fear switching into Earthquake nonetheless.
[Fairy- and Flying-types]: Fairy- and FLying-types such as Tapu Fini, Gligar, and Noivern can all come in against Buzzwole's Bug- and Fighting-type attacks and proceed to threaten it out with their own STAB moves. However, Flying-types must still be wary in coming in against Ice Punch.
[Special Attackers]: Due to Buzzwole's abysmal Special Defense, threats such as Gengar, Xurkitree, and Manaphy can all break through Buzzwole with their coverage options without even needing to setup prior.
[Poison-types]: Poison-types such as Toxapex and Tentacreul can switchin against both Buzzwole's STAB attacks and either attack it in return or use Buzzwole as entry hazard setup fodder. Although, they fear switching into Earthquake unless they are running Levitate.
[Physical Walls]: Sturdy walls such as Hippowdown, Skarmory, and opposing Buzzwole can stop offensive sets from sweeping. However, they all fear being broken down by the Tinted Lens wallbreaking set, since most of the aforementioned examples fail to sustain a 3HKO without Intimidate.