Dudunsparce
Type: Normal
Base Stats: 125 HP / 100 Atk / 80 Def / 85 SpA / 75 SpD / 55 Spe
Abilities: Rattled / Run Away / Serene Grace
Notable Moves:
- Double-Edge
- Hyper Drill
- Body Slam
- Tera Blast
- Facade
- Headbutt
- Earthquake
- Ice Spinner
- Rock Slide
- Stone Edge
- Zen Headbutt
- Dragon Tail
- Boomburst
- Fire Blast
- Flamethrower
- Earth Power
- Ice Beam
- Shadow Ball
- Hurricane
- Air Slash
- Glare
- Roost
- Stealth Rock
- Coil
- Calm Mind
- Agility
New Moves:
Hyper Drill
Type: Normal
Category: Physical
BP: 100
PP: 5
Accuracy: 100%
Description: Nullifies protection moves.
Pros:
- Very bulky. 125/80/75 bulk is nothing to scoff at.
- Great movepool with several support options such as Stealth Rock and Glare, reliable recovery in Roost, set-up moves in Coil and Calm Mind, and even several coverage options, especially specially.
- Insanely versatile. Can run normal defensive, paraflincing Agility, Coil, Calm Mind, and Choice sets.
- Serene Grace is a very good ability, allowing Body Slam to cause a whopping 60% chance to paralyze, allows paraflincing via Headbutt, Rock Slide, and Air Slash, and causes various other effects to increase.
- Very powerful STAB moves in Hyper Drill and Boomburst.
Cons:
- Pure Normal is a very mediocre defensive typing, with no resistances or immunities outside of Ghost.
- Quite slow at 55 base speed, making paraflinching sets uneffective without speed boosts, and make defensive sets easily overwhelmed.
- 100/85 offenses aren't terrible for a defensive mon, but they're a bit underwhelming, making any moves outside of Hyper Drill and Boomburst somewhat lacking in power, as it mostly relies on coverage moves dealing super-effective hits to opponents.
- Receives a lot of competition from Blissey, which is another defensive Normal type with an even bigger support movepool, much higher special bulk, and Natural Cure, although Dudunsparce has a niche with its far superior physical bulk, being way less passive, and has more moves to take advantage of Serene Grace.
Terastal Potential:
- Tera Normal makes for a very strong Boomburst and Hyper Drill, so that should be the primary option on offensive sets.
- Tera Fairy should be ran on defensive sets to make it resist Fighting but also have other useful resistances such as Dark and Dragon to counter offensive powerhouses such as Haxorus and Hydregion.
- Tera Ghost can be used on the Choice Specs set to boost Shadow Ball and also make it immune to Fighting type moves.
Physically Defensive
Dudunsparce @ Rocky Helmet / Leftovers
Ability: Rattled / Serene Grace
EVs: 252 HP / 252 Def / 4 SpD
Tera Type: Fairy
Bold Nature
IVs: 0 Atk
- Glare
- Boomburst
- Roost
- Stealth Rock / Air Slash / Flamethrower / Earth Power
This set is used to check physical attackers. Glare is a way to stop sweepers such as Barraskewda and Cetitan. As most physical sweepers have lower special defense, Boomburst is the preferred STAB move, doing decent enough damage with its high base power despite Dudunsparce's mediocre Special Attack stat. Roost is self-explanatory, as it's used for recovery. Stealth Rock can be used if one's team doesn't have another setter. Otherwise, Air Slash can be used in combination with Serene Grace to paraflinch slower Pokemon. It also counters Fighting types that attempt to break past Dudunsparce. Flamethrower and Earth Power have less synergy with Serene Grace but can hit more mons super-effectively. Flamethrower does more damage to Wo-Chein than Air Slash, and also gets past Pokemon such as Forretress. Earth Power meanwhile gets past Rock types such as Iron Thorns, and also counters Steel types such as Tinkaton. Rocky Helmet is used to punish physical attackers that make in contact with Dudunsparce, most notably Fighting types such as Gallade that can easily OHKO it. Meanwhile, Leftovers gives Dudunsparce additional recovery. Rattled should be run if Dudunsparce is not running a coverage move, as although the speed boost is mostly irrelevant, Serene Grace is completely useless on it otherwise. If running Air Slash, Serene Grace is mandatory. Otherwise it can also be run with Earth Power or Flamethrower to cause a higher chance of lowering the opponent's Special Defense or burning it, if the speed boost is unnecessary with Rattled.
Specially Defensive
Dudunsparce @ Heavy Duty Boots / Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Def / 252 SpD
Tera Type: Fairy
Careful Nature
- Body Slam
- Stealth Rock / Headbutt
- Roost
- Dragon Tail
Unlike the above set, this one is used to check special attackers. Body Slam is its main STAB move, as when combined with Serene Grace, has a whopping 60% chance of paralysis. Since special attackers generally have lower defense, Boomburst is not run here. And since Body Slam replaces Boomburst, Glare is not necessary on this set. Stealth Rock and Roost are the same as before. Headbutt, like Air Slash, can also be ran to paraflinch slower opponents if your team already has a hazard setter. Lastly, Dragon Tail can phase out sweepers that attempt to set-up on it while also dealing chip damage. Heavy-Duty Boots is recommended to prevent hazards from wearing this Pokemon down, but Leftovers can also be run for the usual extra longevity.
Coil
Dudunsparce @ Leftovers
Ability: Rattled / Serene Grace
EVs: 252 HP / 4 Def / 252 SpD
Terra Type: Normal
Careful Nature
Nature
- Coil
- Hyper Drill
- Earthquake / Rock Slide / Bite
- Roost
This set takes advantage of Dudunsparce's access to Coil in order to turn it into a physical sweeper. Hyper Drill is its strongest physical move, while also not wearing it down like Double-Edge, as its slow and bulky stat spread makes said recoil a bigger issue. Earthquake works the best with Hyper Drill, as it counters Rock and Steel types that otherwise wall it like Bisharp and Naclstack. However, Rock Slide works with Serene Grace to provide paraflinching, while also benefitting from the otherwise useless accuracy boost from Coil. Bite is another paraflinch move, who trades BP for better synergy with Hyper Drill, hitting many Rock and Steels neutrally, while also countering Ghost types. Like the last set, Rattled should only be run if none of the moves benefit from Serene Grace. Otherwise Serene Grace must be used if Rock Slide is ran. Leftovers is used for the necessary longetitivity on such a bulky sweeper.
Calm Mind
Dudunsparce @ Leftovers
Ability: Rattled / Serene Grace
EVs: 252 HP / 252 Def / 4 SpD
Terra Type: Normal
Bold Nature
IVs: 0 Atk
- Calm Mind
- Boomburst
- Earth Power / Flamethrower
- Roost
With a powerful STAB move in Boomburst, Dudunsparce can be a scary special sweeper with Calm Mind. Earth Power and Flamethrower are coverage options, same as with the physically defensive set. Rattled or Serene Grace can be run, as while there's always a coverage option that benefits from it, but none of the special effects are that important, so Rattled can be used for the potential speed boost. Leftovers is used for the same purpose as the Coil set.
Choice Specs
Dudunsparce @ Choice Specs
Ability: Rattled / Serene Grace
EVs: 252 SpA / 4 Def / 252 Spe
Tera Type: Normal / Ghost
Modest Nature
IVs: 0 Atk
- Boomburst
- Fire Blast
- Earth Power
- Ice Beam / Air Slash / Shadow Ball
If immediate power is wanted, Dudunsparce can also run a Choice Specs set, as it makes Boomburst especially powerful. Fire Blast is used over Flamethrower for the extra firepower, as this set is meant to cause more immediate damage than sweep like the Calm Mind set. Earth Power counters Rock types that attempt to switch in, while also countering powerful wallbreakers such as Armarouge. As for the last coverage option, its pretty flexible. Ice Beam counters bulky Ground types such as Hippodown, and also does large damage to Pokemon such as Salamence and Iron Jugulis. Air Slash can be used in combination with Serene Grace, while also hitting Fighting types super-effectively. Lastly, Shadow Ball counters Ghost types that can otherwise easily wall it, such as Mimikyu and Polteageist, and works in combination with Tera Ghost Dudunsparce.
Paraflinch
Dudunsparce @ Life Orb
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Terra Type: Normal
Jolly Nature
- Headbutt
- Earthquake / Bite
- Roost / Rock Slide / Bite
- Agility
This set tries to take advantage of Serene Grace and Dudunsparce's access to flinching moves. Headbutt is the main STAB move that causes a 60% chance to flinch. Earthquake and Bite are coverage options, with Earthquake having coverage and being much more powerful, while Bite is another paraflinching move and hits Ghost types. Rock Slide is another paraflincing move that has good synergy with Earthquake. Roost can be used for the extra longevity if needed. Finally, Agility is necessary to take advantage of the paraflinching.
Overall Thoughts:
Dudunsparce is a very cool Pokemon with a fantastic movepool, great bulk, and insane versatility. I think it could have a use in UU, as even though it receives competition from Blissey, it has a lot of unique aspects that give it a solid niche.
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