Dudunsparce

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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.
 
Last edited:
You should mention Tera Flying as an option. It turns its Fighting weakness into a resistance and boosts Air Slash.
 
Dudunsparce is a new Pokémon introduced in Generation 9, as the evolution of Dunsparce. Here we will discuss the pros and cons of using Dudunsparce.

Type
Base Type: Normal
Take this as a good or bad thing; on one hand, your STAB attacks will do unresisted damage most of the time, but also won't do super-effective or hyper-effective damage. You won't take hyper-effective or supereffective damage most of the time, but you will take unresisted damage.
Tera Type
Tera Normal makes for very strong blows from Double-Edge, Hyper Drill, Body Slam, Tera Blast, Facade, and Headbutt, so that should be the primary option on offensive sets.
Tera Fairy should be running on defensive sets to make it resist Fighting but also have other valuable resistances such as Dark and Dragon to counter offensive powerhouses such as Haxorus and Hydreigon.
Tera Flying is useful in resisting Fighting, as well as boosting the power of Hurricane and Air Slash.
Tera Fighting is useful in dealing with Rock and Steel types.
Tera Ghost can be used on the Choice Spectacles set to boost Shadow Ball and also make it immune to Fighting-type moves, while also being able to attack Ghost-Types with Tera Blast Ghost.


Statistics
Base Stats: 520 BST (125 HP / 100 Atk / 80 Def / 85 SpA / 75 SpD / 55 Spe)
BST comparable to: Aegislash, Chandelure, Exeggutor, Farigiraf, Flygon, Klinklang, Mr. Rime, Obstagoon, Rotom (6 Formes), Starmie

Stat Spread approximately comparable to: Lapras, Gogoat

HP comparable to: Lanturn, Kyurem (Base + Both Formes)
Attack comparable to: Zygarde (All Formes), Latias (Mega), Giratina (Altered Forme), Dialga (Origin Forme), Palkia (Origin Forme), Kyogre, Venusaur (Mega), Mew, Celebi, Jirachi, Manaphy, Shaymin (Land Forme), Victini, Goodra (Base + Hisui), Diancie, Regidrago, Moltres, Regirock, Regieleki, Tornadus (Therian), Tangrowth, Gogoat, Dondozo, Samurott, Dusknoir, Flygon, Klinklang, Medicham (Mega), Zoroark (Hisui), Dracozolt, Arctozolt, Rapidash (Base + Galar), Minior (Core), Zebstrika, Gourgeist (Super Size), Slowbro (Galar), Tauros (Base), Oinkologne (Male), Scolipede, Ambipom, Shiftry, Sawsbuck, Falinks, Throh, Camerupt, Seviper, Carnivine, Piloswine, Sandslash (Base + Alola), Sandslash, Klawf, Dugtrio (Base + Alola), Wugtrio, Sudowoodo, Machoke, Mudbray
Defense comparable to: Blaziken (Mega), Salamence, Mamoswine, Beartic, Machamp, Breloom, Marshadow, Ceruledge, Bewear, Golurk, Glalie (Mega), Chien-Pao, Quaquaval, Krookodile, Arcanine (Base + Hisui), Annihilape, Eelektross, Unfezant, Decidueye (Hisui), Scyther, Flapple, Samurott (Hisui), Leavanny, Tornadus (Therian), Flygon, Piloswine, Kangaskhan, Parasect, Latios, Crobat, Mimikyu, Calyrex (Base + Shadow Rider), Lapras, Appletun, Pidgeot (Mega), Chi-Yu, Glalie, Phione, Vigoroth, Croconaw, Manectric (Mega), Slowking (Base + Galar), Alomomola, Noivern, Dewgong, Gengar (Mega), Slowking (Galar), Wartortle, Bayleef, Oranguru, Sigilyph, Sandygast, Beldum, Chimecho, Azumarill, Shiinotic, Exeggcute, Applin, Dottler
Special Attack comparable to: Cloyster, Calyrex (Ice Rider), Torkoal, Sableye (Mega), Weezing (Base + Galar), Koraidon, Tapu Bulu, Blastoise, Zapdos (Galar), Swampert, Slurpuff, Quaquaval, Lapras, Slither Wing, Nidoking, Seismitoad, Amoonguss, Gloom, Jellicent, Porygon, Cyclizar, Stantler, Combusken, Misdreavus, Floatzel, Cramorant, Elgyem, Weepinbell, Wigglytuff, Grovyle, Murkrow, Cacnea, Zorua (Hisui), Plusle, Smoochum
Special Defense comparable to: Vikavolt, Porygon-Z, Gengar, Exeggutor, (Base + Alola), Shaymin (Sky), Gorebyss, Skeledirge, Lilligant, Octillery, Wyrdeer, Camerupt, Palossand, Dragapult, Basculegion (Both genders), Tapu Koko, Grimmsnarl, Huntail, Entei, Venomoth, Slurpuff, Quaquaval, Nidoking, Seismitoad, Gloom, Porygon, Plusle, Vanillish, Whimsicott, Ursaring, Toucannon, Chesnaught, Malamar, Crustle, Cinderace, Golbat, Maushold, Morelull, Drapion, Servine, Medicham, Lickitung, Aerodactyl, Gourgeist (All Sizes), Braviary, Greedent, Charjabug, Lycanroc (Midnight), Goomy, Lilligant (Hisui), Gliscor, Swablu, Sneasel (Base + Hisui), Sawk
Speed comparable to: Blissey, Darmanitan (Zen), Brute Bonnet, Bouffalant, Ampharos, Arctovish, Gothorita, Machamp, Swalot, Arctozolt, Golurk, Ledyba, Exeggutor, Ursaring, Omastar, Budew, Baltoy, Relicanth, Eevee, Farfetch'd (Galar), Cacturne, Lampent, Combusken, Crawdaunt, Pignite, Ekans, Psyduck, Growlithe (Hisui), Ducklett, Weepinbell, Kabuto, Frigibax, Lillipup, Noibat, Zubat, Dwebble.

All in all, these are pretty mediocre stats. While there are noticeable monsters in those lists, they tend to consist of the monster's lesser-used offensive/defensive stats OR the higher-used offensive/defensive stats on a monster with a low BST. When looking at tiers (AG, UberBL, Uber, OUBL, OU, UUBL, UU, RUBL, RU, NUBL, NU, PUBL, PU, ZUBL, ZU, Untiered), and when looking at monsters with similar stat spreads, like Lapras and Gogoat, these two have been relegated to untiered, which doesn't spell good things for Dudunspace.

There are many to select from when accounting for all roles that exist: Wallbreaking Offense, Choice Item Offense, Setup Sweeper Offense, Priority Offense, Wall Defense, Pivot Defense, Entry Hazard Utility, Hazard Control Utility, Cleric Utility, General Utility, Rain Environment, Sun Environment, Snow Environment, Sand Environment, Electric Environment, Grassy Environment, Misty Environment, Psychic Environment, and Trick Room Environment. As for the role of this Pokémon, this monster fit well into the: Physical-oriented Wallbreaking Offense, Setup Sweeper Offense, or Pivot Defense. However, while these are the more advised roles for Dudunsparce, feel free to experiment for your own pleasure.


Natures
There are very few natures to benefit from. The most advised natures to bolster Dudunsparce's strengths are Adamant, Impish, Brave, and Relaxed. One can even use the natures that Dunsparce used in the past, like Careful.

Abilities
Run Away: The Pokémon can use Teleport successfully, regardless of trapping moves (including Ingrain and binding moves) and Abilities (Arena Trap, Magnet Pull, Shadow Tag)
Rattled: The Pokémon gets scared when hit by a Dark-, Ghost-, or Bug-type attack or if intimidated, which boosts its Speed stat.
Serene Grace: Raises the likelihood of additional effects occurring when the Pokémon uses its moves.

Dudunsparce does not have many good options for abilities. While there are multiple good Pokémon with only one ability OR have multiple abilities but only one is usable, it is generally much more acceptable to have multiple good abilities to contribute to unpredictability. Unpredictability leads to "Shrodinger's Cat" mindsets to form, leading to the need for many multiples of possible sets to be accounted for at once—causing confusion, stress, unrest, and mistakes.

Run Away is useless on a non-Teleporting monster like Dudunsparce, and even then is only extremely niche in other monsters. While Rattled is a potentially good ability in Doubles (because of moves like Beat Up, Pin Missile, etc), Dunsparce does not have a useful Speed stat to make good use of it. Its only choice left is Serene Grace, which can make Dudunsparce offensively terrifying from a utility standpoint.


Moves
Physical: Double-Edge / Hyper Drill / Facade / Body Slam / Headbutt / Drill Run / Earthquake / Ice Spinner / Rock Slide / Stone Edge / Zen Headbutt / Dragon Tail / Iron Tail / Poison Jab / Dragon Rush / Bite
Special: Boomburst / Tera Blast / Fire Blast / Flamethrower / Thunderbolt / Thunder / Earth Power / Blizzard / Ice Beam / Shadow Ball / Hurricane / Air Slash
Status: Glare / Roost / Stealth Rock / Coil / Calm Mind / Agility / Yawn / Curse / Thunder Wave / Substitute / Magic Coat

If one wants to use moves for their power and not primarily for their secondary effect, Double-Edge, Hyper Drill, Facade, Boomburst, and Tera Blast work well as your primary damage, while Earthquake, Ice Spinner, Stone Edge, Fire Blast, and Hurricane work well for coverage.
If one wants to use moves for their secondary effect primarily, Body Slam and Headbutt work well as your primary damage, while Rock Slide, Zen Headbutt, Poison Jab, Flamethrower, Thunderbolt, Earth Power, Ice Beam, Shadow Ball, Bite, and Air Slash work well for coverage.
Glare is often picked for paraflinch tactics, while Magic Coat allows Dudunsparce to prevent the use of entry hazards, status moves, and Taunt. Coil is used for greater damage and accuracy, while Curse achieves the same thing, but is useful in Trick Room. Yawn can be used to force your foe into a disadvantaged state of switch or sleep, allowing you to set up and heal, or attack/switch in anticipation of their switch.


Items
Leftovers / Weakness Policy / Assault Vest / Heavy Duty Boots / Rocky Helmet / Life Orb / Choice Band / Choice Spectacles / Wide Lens

Sets
Dudunsparce will be filling the roles that Dunsparce previously took in past generations as a fully-evolved Pokémon, as well as creating specific roles for itself. In fact, I will be bringing back sets from the past (while also crediting them), and then putting my own sets at the end. Keep in mind that because some of these are from past generations, they mention monster that may or may not be in the current generation, and it may be advised to think of these sets with the National Dex meta in mind, unless there are some modern situations and examples that are similar and can mimic those old monsters.

ParaFlinch (@SilentVerse)
Dunsparce @ Leftovers
Ability: Serene Grace
IVs: 31 HP / 31 Atk / 31 Def / 31 SpA / 31 SpD / 31 Spe
EVs: 144 HP / 252 Atk / 36 Def / 0 SpA / 76 SpD / 0 Spd
Nature: Adamant
Tera Type: Normal
- Body Slam / Thunder Wave / Glare
- Headbutt / Rock Slide
- Bite / Zen Headbutt
- Earthquake

Dudunsparce is a very annoying Pokemon to fight against, and this set allows Dudunsparce to whittle down the opposing Pokemon as the opponent is forced to watch and hope for Dudunsparce to stop flinching their Pokemon. However, even if they do manage to land a hit on Dudunsparce, they'll have to hit him another time before he faints, as Dudunsparce is generally bulky enough to take a hit or two before healing the damage off with Leftovers.

Dudunsparce will often need a paralysis move to get the endless stream of flinches going. Either Body Slam or Thunder Wave is perfect for this purpose. Body Slam has a nice chance of paralysis, and can do damage at the same time, while Thunder Wave is more reliable. In the end, the choice between the two is mainly up to preference. Headbutt is Dudunsparce's main flinch move, as it has a solid 60% flinch rate and is boosted by STAB. Bite and Earthquake hit the Ghost-, Rock-, and Steel-types that Headbutt cannot hit, and Bite has a high flinch rate as well. It should be noted, however, that Earthquake is fairly weak, so it should only be used to deal with weakened Rock- and Steel-types.

The EVs look complicated at first, but in reality, they're actually fairly simple. An Adamant Nature and 252 Attack EVs allow for maximum power, while the remaining EVs are placed into Dunsparce's defenses to make him bulkier. Investing in Speed is generally unnecessary, as Dunsparce should ideally be used with paralysis support. However, you can use a simple 252 Atk / 4 Def / 252 Spe spread if you want Dunsparce to outspeed some Pokemon without paralyzing them first, though this sacrifices bulk.

Dunsparce has a couple of good alternative moves. Roost can be used to make Dunsparce bulkier, but it's hard to find room for it on this set. Zen Headbutt can be used over Bite to hit bulky Fighting-types that Dunsparce has issues with while retaining the ability to hit Ghost types. Unfortunately, it only has a 40% flinch rate. Rock Slide can go over Earthquake if you feel that your team can cover Rock- and Steel-types well enough, rendering Earthquake's Rock- and Steel- type damaging services unnecessary. Iron Tail can be used to hit Rock-types harder; it also has a 60% chance to lower their defenses. However, it's unreliable due to its poor accuracy, so Earthquake is generally the better option.


Substitute + Paralysis (@SilentVerse)
Dunsparce @ Leftovers
Ability: Serene Grace
IVs: 31 HP / 31 Atk / 31 Def / 31 SpA / 31 SpD / 31 Spe
EVs: 252 HP / 252 Atk / 36 Def / 0 SpA / 76 SpD / 0 Spd
Nature: Adamant
Tera Type: Normal
- Body Slam / Thunder Wave / Glare
- Headbutt
- Bite / Earthquake
- Substitute

Dudunsparce tends to force switches, as opponents will often try to switch out to avoid being flinched. With Substitute, Dudunsparce can protect himself and paralyze the switch-in. Since Dudunsparce has the ability to create 101 HP Substitutes, he can easily set up on Pokémon that rely mainly on Seismic Toss for damage, such as Chansey and Registeel.

Substitute is what differentiates this set from the previous one. As mentioned above, Substitute allows Dudunsparce to take advantage of switches. Thunder Wave or Body Slam can be used to paralyze the switch-in. Thunder Wave is recommended over Body Slam on this set, as its perfect accuracy is generally more useful than Body Slam's damage, though Body Slam is still a viable option. Headbutt is Dudunsparce's main STAB once again, and has an excellent 60% flinch rate. Earthquake or Bite can be used in the last slot to hit Rock- and Steel-types or Ghost-types respectively. Unfortunately, since you can only choose one move, he'll always be walled by at least one opposing type; Ghost-types if you pick Earthquake, and Steel-types if you pick Bite.

The EVs of this set are quite simple. 252 HP EVs allow Dudunsparce to create 101 HP Substitutes, while 44 Speed EVs allow Dunsparce to outspeed Chansey and set up a Substitute in her face. The remaining EVs are poured into Attack to make Headbutt and Earthquake or Bite stronger. This spread, though simple, is necessary for the set's success. Without 252 HP EVs, Dunsparce can't set up on Seismic Tosses, while 44 Speed EVs are important because Chansey could otherwise hit Dunsparce with Toxic before he gets behind a Substitute.

Since this set will only use one coverage move, Pokemon that can deal with the type that walls Dunsparce are necessary. If you choose Earthquake, Choice Banded Spiritomb is a good Pokemon to trap and KO Ghost-types. Spiritomb also has the advantage of being immune to Fighting, which allows him to switch in easier. If you opt for Bite, Dugtrio can come in, trap the Steel-type Pokemon, and KO it with Earthquake (or at least severely damage it). However, since Dugtrio is so frail, be wary of switching him directly into attacks.


ParaFlinch 2 (@Governess)
Dunsparce @ Leftovers
Ability: Serene Grace
IVs: 31 HP / 31 Atk / 31 Def / 31 SpA / 31 SpD / 31 Spe
EVs: 252 HP / 0 Atk / 4 Def / 0 SpA / 252 SpD / 0 Spd
Nature: Careful
Tera Type: Normal
- Body Slam / Thunder Wave / Glare
- Coil
- Headbutt / Rock Slide
- Roost

A paraflinch set is the only thing Dudunsparce should be running, as it takes advantage of its one niche, but it also relies on luck. Thanks to Coil, Roost, and its viable defenses, Dudunsparce can run a defensive set. While its Special Defense isn't great, it is enough to tank hits. To reach an acceptable level of bulk, two Coils are usually needed. Special attackers have some issues with it as well. The goal of this set is to paralyze the opponent and either switch into a teammate to set up or continually cause the foe to flinch.

Glare is recommended in the first move slot; while its initial accuracy might not be perfect, after a Coil boost, Glare is a dangerous move, as it can paralyze any Pokemon, even Ground-types. However, if you want to have a STAB move for Dudunsparce, Body Slam can be used, boasting a 60% chance to paralyze the foe. Coil is an important move to the set as well, as it allows Dunsparce to be a decent physical wall and increase its offensive prowess. Choosing which move to use in the third move slot reflects on the choice of the first move slot. If Body Slam is used, Rock Slide is recommended, as having two similar STAB moves of the same type generally isn't a good idea. If Glare is used, Headbutt is the move of choice. Roost is the final move of the set, healing Dunsparce in a pinch and maintaining its HP throughout the match.

Serene Grace is the key aspect of the set, as it allows Dudunsparce to consistently immobilize the opponent. Leftovers lengthen Dudunsparce's longevity. Dudunsparce runs a defensive EV spread so it can tank as many attacks as possible, rather than attacking. 252 Special Defense EVs help balance Dudunsparce's defenses after a Coil boost, and a Careful nature maximizes it, raising it to acceptable heights. As for other move options, Bite can be used in the third move slot to deal with Ghost-types while still attaining the paraflinch strategy. Thunder Wave can be used in the first move slot for a reliable 100% accuracy, unlike Glare. However, after a Coil, Glare outclasses Thunder Wave, as it not only has reliable accuracy but can hit Ground types, something Thunder Wave cannot. Finally, Substitute is an option, as status completely cripples Dudunsparce. It works well with Roost, allowing Dudunsparce to survive much longer. However, finding a move slot for it can be difficult.

Since Dudunsparce's goal is to spread paralysis to your adversary, Pokemon that appreciate slower opponents are good partners to Dudunsparce. Mixed Samurott and Choice Band Golurk aren't very fast, so they'll appreciate slower opponents. They can also deal with Golem and Gigalith, two Pokemon Dudunsparce can't scar. Status conditions annoy Dudunsparce, so clerics such as Musharna and Miltank are great choices; the former being able to deal with Tangela, a Pokemon that walls Dudunsparce, while the latter can heal statuses that are inflicted on Dudunsparce while aiding in spreading paralysis to Pokemon. Poison types such as Skuntank are good allies, as they can absorb the dreaded Toxic Spikes that Dudunsparce despises. Even when it's fully invested in Special Defense, Dudunsparce is still weak to special attacks. Special walls, such as Gardevoir, Regice, and Flareon, can take the special attacks for Dunsparce; in return, Dudunsparce takes the physical attacks for them. Finally, Ghost-types such as Golurk and Misdreavus bring grief to Dudunsparce, only fearing the rare Bite. Skuntank is a good counter to both of them, only fearing Misdreavus's Will-O-Wisp.


Stealth Rock (@Dundies)
Dunsparce @ Leftovers
Ability: Serene Grace
IVs: 31 HP / 31 Atk / 31 Def / 31 SpA / 31 SpD / 31 Spe
EVs: 252 HP / 4 Atk / 0 Def / 0 SpA / 252 SpD / 0 Spd
Nature: Careful
Tera Type: Normal
- Body Slam; Headbutt
- Magic Coat; Glare / Thunder Wave
- Roost
- Stealth Rock

Stealth Rock is a helpful asset for any team, as it can rack up damage on foes every time they switch and break Focus Sash and Sturdy. Body Slam, which should be used with Magic Coat, allows Dudunsparce to spread paralysis with the help of Serene Grace while dealing decent damage. Alternatively, Headbutt allows Dudunsparce to deal decent damage to neutral targets and has a high chance to make the foe flinch along with Serene Grace, but it isn't the best option because Dudunsparce is slow and needs the chance of paralysis that Body Slam gives. Magic Coat allows Dudunsparce to prevent the use of entry hazards, status moves, and Taunt. Alternatively, Glare can be used to cripple foes and allow Dudunsparce the chance to use Roost as well as paraflinch its foes. Roost gives Dudunsparce reliable recovery, which allows it to survive throughout games.

Maximum HP and Special Defense investment along with a Careful nature maximizes Dudunsparce's special bulk, allowing it to take on Pokemon such as Zebstrika and Kadabra. Leftovers give Dudunsparce passive recovery, which allows it to survive for longer periods of time. Serene Grace raises Headbutt's flinch rate and allows Dudunsparce to paraflinch its foes with Glare and Headbutt.

Dudunsparce is often used as a lead to set up Stealth Rock early in the game, but it can also be spared until later in the game to take hits and set up Stealth Rock. Dudunsparce can be switched into some special attacks, but it has trouble taking on strong special attackers with prior damage, so it should use Roost when it is low on health. Don't switch Dudunsparce into strong physical attackers, as it has poor Defense. Dudunsparce should most often use Glare to cripple its foes and proceed to use Headbutt continuously in order to paraflinch the foe, only giving it a 30% chance to attack. Dudunsparce can be used to pivot into special attackers such as Zebstrika and set up Stealth Rock or paralyze a switch-in with Glare.

Dudunsparce fits best on balanced teams for its ability to take on special attacks well and provide Stealth Rock. Spinblockers such as Misdreavus and Gourgeist-XL can prevent foes from removing Dudunsparce's Stealth Rock. Similarly, Defiant users such as Pawniard can discourage the use of Defog in order to keep Stealth Rock on the field. Pokemon that resist Fighting-type moves, such as Clefairy, Pelipper, and Gourgeist, make for good partners for Dudunsparce, as they are able to take on the only type that Dudunsparce is weak to. Pokemon such as Roselia and Venipede are able to provide Spikes and Toxic Spikes support, which causes the foe to take more damage upon switching in. Slower Pokemon such as Golem and Camerupt appreciate Dudunsparce's paralysis support from Glare, as they are able to take advantage of the foe's lowered Speed. Dudunsparce appreciates Pokemon such as Pawniard and Scrappy Stoutland, which can take on Ghost-types, as Dudunsparce is unable to touch them. Clerics such as Audino and Grumpig are helpful to Dudunsparce to make sure it stays healthy and avoids status from moves such as Will-O-Wisp and Toxic, which can cause Dudunsparce to be easily worn down.


Hyperoffensive [Physical] (@ThunderBrine)
Dudunsparce @ Wide Lens; Weakness Policy
Ability: Rattled; Serene Grace
IVs: 31 HP / 31 Atk / 31 Def / 31 SpA / 31 SpD / 31 Spe
EVs: 4 HP / 252 Atk / 4 Def
Nature: Adamant
Tera Type: Flying
- Hyper Drill / Double-Edge / Facade; Body Slam / Headbutt
- Earthquake / Drill Run
- Dragon Rush / Stone Edge; Zen Headbutt / Rock Slide
- Coil; Curse


Hyperoffensive [Special] (@ThunderBrine)
Dudunsparce @ Weakness Policy
Ability: Rattled; Serene Grace
IVs: 31 HP / 0 Atk / 31 Def / 31 SpA / 31 SpD / 31 Spe
EVs: 4 HP / 252 SpA / 252 SpD
Nature: Modest
Tera Type: Flying
- Boomburst
- Earth Power
- Shadow Ball
- Calm Mind

These sets are simply for breaking things. If you wish to use powerful, inaccurate moves, you can use Coil and Wide Lens.


Rain Environment [Special] (@ThunderBrine)
Dudunsparce @ Weakness Policy
Ability: Rattled; Serene Grace
IVs: 31 HP / 0 Atk / 31 Def / 31 SpA / 31 SpD / 31 Spe
EVs: 4 HP / 252 SpA / 252 Def
Nature: Modest / Bold
Tera Type: Normal / Water / Electric
- Boomburst / Chilling Water
- Thunder
- Hurricane
- Calm Mind

If you are running a rain team, then this set might assist. You can use Boomburst as your general STAB, or replace it with Chilling Water for rain synergy and lowering your foes' Attack stat, which will bolster your Defense.
 
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Dudunsparce is a new Pokémon introduced in Generation 9, as the evolution of Dunsparce. Here we will discuss the pros and cons of using Dudunsparce.

Type
Base Type: Normal
Take this as a good or bad thing; on one hand, your STAB attacks will do unresisted damage most of the time, but also won't do super-effective or hyper-effective damage. You won't take hyper-effective or supereffective damage most of the time, but you will take unresisted damage.
Tera Type
Tera Normal makes for very strong blows from Double-Edge, Hyper Drill, Body Slam, Tera Blast, Facade, and Headbutt, so that should be the primary option on offensive sets.
Tera Fairy should be running on defensive sets to make it resist Fighting but also have other valuable resistances such as Dark and Dragon to counter offensive powerhouses such as Haxorus and Hydreigon.
Tera Flying is useful in resisting Fighting, as well as boosting the power of Hurricane and Air Slash.
Tera Ghost can be used on the Choice Spectacles set to boost Shadow Ball and also make it immune to Fighting-type moves, while also being able to attack Ghost-Types with Tera Blast Ghost.

Statistics
Base Stats: 520 BST (125 HP / 100 Atk / 80 Def / 85 SpA / 75 SpD / 55 Spe)
BST comparable to: Aegislash, Chandelure, Exeggutor, Farigiraf, Flygon, Klinklang, Mr. Rime, Obstagoon, Rotom (6 Formes), Starmie
HP comparable to: Lanturn, Kyurem (Base + Both Formes)
Attack comparable to: Zygarde (All Formes), Latias (Mega), Giratina (Altered Forme), Dialga (Origin Forme), Palkia (Origin Forme), Kyogre, Venusaur (Mega), Mew, Celebi, Jirachi, Manaphy, Shaymin (Land Forme), Victini, Goodra, Goodra (Hisui), Diancie, Regidrago, Moltres, Regirock, Regieleki, Tornadus (Therian), Tangrowth, Gogoat, Dondozo, Samurott, Dusknoir, Flygon, Klinklang, Medicham (Mega), Zoroark (Hisui), Dracozolt, Arctozolt, Rapidash (Base + Galar), Minior (Core), Zebstrika, Gourgeist (Super Size), Slowbro (Galar), Tauros (Base), Oinkologne (Male), Scolipede, Ambipom, Shiftry, Sawsbuck, Falinks, Throh, Camerupt, Seviper, Carnivine, Piloswine, Sandslash (Base + Alola), Sandslash, Klawf, Dugtrio (Base + Alola), Wugtrio, Sudowoodo, Machoke, Mudbray
Defense comparable to: Blaziken (Mega), Salamence, Mamoswine, Beartic, Machamp, Breloom, Marshadow, Ceruledge, Bewear, Golurk, Glalie (Mega), Chien-Pao, Quaquaval, Krookodile, Arcanine (Base + Hisui), Annihilape, Eelektross, Unfezant, Decidueye (Hisui), Scyther, Flapple, Samurott (Hisui), Leavanny, Tornadus (Therian), Flygon, Piloswine, Kangaskhan, Parasect, Latios, Crobat, Mimikyu, Calyrex (Base + Shadow Rider), Lapras, Appletun, Pidgeot (Mega), Chi-Yu, Glalie, Phione, Vigoroth, Croconaw, Manectric (Mega), Slowking (Base + Galar), Alomomola, Noivern, Dewgong, Gengar (Mega), Slowking (Galar), Wartortle, Bayleef, Oranguru, Sigilyph, Sandygast, Beldum, Chimecho, Azumarill, Shiinotic, Exeggcute, Applin, Dottler
Special Attack comparable to: Cloyster, Calyrex (Ice Rider), Torkoal, Sableye (Mega), Weezing (Base + Galar), Koraidon, Tapu Bulu, Blastoise, Zapdos (Galar), Swampert, Slurpuff, Quaquaval, Lapras, Slither Wing, Nidoking, Seismitoad, Amoonguss, Gloom, Jellicent, Porygon, Cyclizar, Stantler, Combusken, Misdreavus, Floatzel, Cramorant, Elgyem, Weepinbell, Wigglytuff, Grovyle, Murkrow, Cacnea, Zorua (Hisui), Plusle, Smoochum
Special Defense comparable to: Vikavolt, Porygon-Z, Gengar, Exeggutor, (Base + Alola), Shaymin (Sky Forme), Gorebyss, Skeledirge, Lilligant, Octillery, Wyrdeer, Camerupt, Palossand, Dragapult, Basculegion (Both genders), Tapu Koko, Grimmsnarl, Huntail, Entei, Venomoth, Slurpuff, Quaquaval, Nidoking, Seismitoad, Gloom, Porygon, Plusle, Vanillish, Whimsicott, Ursaring, Toucannon, Chesnaught, Malamar, Crustle, Cinderace, Golbat, Maushold, Morelull, Drapion, Servine, Medicham, Lickitung, Aerodactyl, Gourgeist (All Sizes), Braviary, Greedent, Charjabug, Lycanroc (Midnight), Goomy, Lilligant (Hisui), Gliscor, Swablu, Sneasel (Base + Hisui), Sawk
Speed comparable to: Blissey, Darmanitan (Zen), Brute Bonnet, Bouffalant, Ampharos, Arctovish, Gothorita, Machamp, Swalot, Arctozolt, Golurk, Ledyba, Exeggutor, Ursaring, Omastar, Budew, Baltoy, Relicanth, Eevee, Farfetch'd (Galar), Cacturne, Lampent, Combusken, Crawdaunt, Pignite, Ekans, Psyduck, Growlithe (Hisui), Ducklett, Weepinbell, Kabuto, Frigibax, Lillipup, Noibat, Zubat, Dwebble.

All in all, these are pretty mediocre stats. While there are noticable monsters in those lists, they tend to consist of the monster's lesser used offensive/defensive stats OR the higher used offensive/defensive stats on a monster with a low BST.

As for the role of this Pokémon, there are many to select from: Wallbreaking Offense, Choice Item Offense, Setup Sweeper Offense, Priority Offense, Wall Defense, Pivot Defense, Entry Hazard Utility, Hazard Control Utility, Cleric Utility, General Utility, Rain Environment, Sun Environment, Snow Environment, Sand Environment, Electric Environment, Grassy Environment, Misty Environment, Psychic Environment, and Trick Room Environment. This Pokémon fit well into the: Physical-oriented Setup Sweeper Offense or Pivot Defense.

Abilities
Run Away: The Pokémon can use Teleport successfully, regardless of trapping moves (including Ingrain and binding moves) and Abilities (Arena Trap, Magnet Pull, Shadow Tag)
Rattled: The Pokémon gets scared when hit by a Dark-, Ghost-, or Bug-type attack or if intimidated, which boosts its Speed stat.
Serene Grace: Raises the likelihood of additional effects occurring when the Pokémon uses its moves.

Dudunsparce does not have many good options for abilities. While there are multiple good Pokémon with only one ability OR have multiple abilities but only one is usable, it is generally much more acceptable to have multiple good abilities to contribute to unpredictability. Unpredictability leads to "Shrodinger's Cat" mindsets to form, leading to the need for many multiples of possible sets to be accounted for at once—causing confusion, stress, unrest, and mistakes.

Run Away is useless on a non-Teleporting monster like Dudunsparce, and even then is only extremely niche in other monsters. While Rattled is a potentially good ability in Doubles (because of moves like Beat Up, Pin Missile, etc), Dunsparce does not have a useful Speed stat to make good use of it. Its only choice left is Serene Grace, which can make Dudunsparce offensively terrifying from a utility standpoint.

Moves
Physical: Double-Edge / Hyper Drill / Body Slam / Facade / Headbutt / Earthquake / Ice Spinner / Rock Slide / Stone Edge / Zen Headbutt / Dragon Tail / Poison Jab
Special: Boomburst / Tera Blast / Fire Blast / Flamethrower / Thunderbolt / Earth Power / Ice Beam / Shadow Ball / Hurricane / Air Slash
Status: Glare / Roost / Stealth Rock / Coil / Calm Mind / Agility / Yawn

If one wants to use moves for their power and not primarily for their secondary effect, Double-Edge, Hyper Drill, Facade, Boomburst, and Tera Blast work well as your primary damage, while Earthquake, Ice Spinner, Stone Edge, Fire Blast, and Hurricane work well for coverage.
If one wants to use moves for their secondary effect primarily, Body Slam and Headbutt work well as your primary damage, while Rock Slide, Zen Headbutt, Poison Jab, Flamethrower, Thunderbolt, Earth Power, Ice Beam, Shadow Ball, and Air Slash work well for coverage.
Glare is often picked for paraflinch tactics, while Coil is used for greater damage and accuracy. Yawn can be used to force your foe into a disadvantaged state of switch or sleep, allowing you to set up and heal, or attack/switch in anticipation of their switch. The roof is yours to raise.
I feel like your Stats Comparable to section is superficial. You should only mention a few key pokemon that have similar stats as well as similar roles for said stats. In my ou post I mentioned amoongus because their overall bulk is very similar and they both function as a status spreader. While Kyurem has the same hp stat, it isn't in the game, has almost no support options, and generally outclasses it offensively due to its STAB and stats. Your post would be much more enjoyable to read with all those extra mons cut off.

All the roles you mentioned Dudunsparce can run also look like fluff to me. Hazard control utility? I don't see any moves for that. Priority offense? Protect is its only priority move. All the weather/terrain roles you mentioned seem very minor/easily outclassed to be worth mentioning EXCEPT rain because Serene Grace Thunder+Hurricane.

The OP already gave a basic rundown of Dudunsparce as well as some sets to use.
 
I feel like your Stats Comparable to section is superficial. You should only mention a few key pokemon that have similar stats as well as similar roles for said stats. In my OU post, I mentioned amoongus because their overall bulk is very similar and they both function as a status spreader. While Kyurem has the same hp stat, it isn't in the game, has almost no support options, and generally outclasses it offensively due to its STAB and stats. Your post would be much more enjoyable to read with all those extra mons cut off.
I don't have much experience making sets for Pokémon for other people, so I thought it would be nice to set up a template for myself (and other users) in the future.
But while you mention it, I did try to find the most comparable stat spread to Dudunsparce. I will edit the post immediately.
All the roles you mentioned Dudunsparce can run also look like fluff to me. Hazard control utility? I don't see any moves for that. Priority offense? Protect is its only priority move. All the weather/terrain roles you mentioned seem very minor/easily outclassed to be worth mentioning EXCEPT rain because Serene Grace Thunder+Hurricane.
I was just covering the ground of all the roles a Pokemon can potentially take. I myself stated at the end "This Pokémon fit well into the: Physical-oriented Setup Sweeper Offense or Pivot Defense."
The OP already gave a basic rundown of Dudunsparce as well as some sets to use.
I was going to update it with sets when I woke up from sleep.
 
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I like Dudunsparce's versatility. There are tons of different sets you could run like a Flinchhax, Choice Specs, Coil, Calm Mind, etc. Another strength it's tankyness and even has recovery. On the flipside it is really slow and due to lack of resistances not as easy to switch in as it would seem. Additionally most sets are easily set up on Orthworm, Polteageist, Iron Thorns and hazard setters. What's nice about Dudunsparce is that you can customize for your team.
 

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