Competitive Information for Grumpig [Diamond/Pearl]

Competitive Pokemon Diamond/Pearl Movesets and Strategies for Grumpig grumpig
Base Stats for Grumpig

Psychic

Abilities:
Thick FatThick Fat: The power of Fire- and Ice-type attacks against this Pokemon is halved.
,
Own TempoOwn Tempo: This Pokemon cannot be confused.


Evolutions / Family:
Spoink
Grumpig

Weakness Chart for Psychic-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
2x
2x
  
  
0.5x
  
  
2x
  
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
0.5x
  
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for GrumpigVisit Serebii's Pokedex for location, breeding, and other game details about GrumpigVisit Bulbapedia for more information about Grumpig

Movesets for Singles


What is a good competitive moveset for Grumpig? These builds have been optimized for Pokemon competing in Diamond/Pearl Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Diamond/Pearl generation metagame.


Grumpig is a spectacular Psychic-typed Pokemon. It's super common to find yourself dealing with Grumpig when battling in the 4th generation meta. Grumpig is weak to Bug, Dark, and Ghost-typed attacks.


Species: Grumpig
Item: Life Orb / Focus Sash
Ability: Own Tempo
Nature: Modest (+SpA, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Psychic / Extrasensory
- Shadow Ball
- Energy Ball
- Signal Beam

Special Sweeper Grumpig (Own Tempo)

Grumpig is an astounding Special Sweeper. It is meant to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Grumpig from being one-shotted and allowing it to atleast use a crucial move when brought out. With Own Tempo, Grumpig cannot be confused.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Extrasensory is a special STAB-boosted 80-base power Psychic-type move (10% chance to flinch the target).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Energy Ball is a special 80-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).



Movesets for Doubles


What is a good doubles moveset for Grumpig? These builds have been optimized for Diamond/Pearl Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Diamond/Pearl generation metagame.


Species: Grumpig
Item: Life Orb / Focus Sash
Ability: Own Tempo
Nature: Modest (+SpA, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Psychic / Extrasensory
- Icy Wind
- Shadow Ball
- Energy Ball

Doubles Special Sweeper Grumpig (Own Tempo)

Grumpig is a spectacular Special Sweeper. It's purpose is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Grumpig from being one-shotted and allowing it to atleast use a crucial move when brought out. With Own Tempo, Grumpig cannot be confused.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Extrasensory is a special STAB-boosted 80-base power Psychic-type move (10% chance to flinch the target).
Icy Wind is a special 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Energy Ball is a special 80-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).



Movepool


Wondering what moves can Grumpig learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Energy Ball
80
100%
10
10% chance to lower the target's Sp. Def by 1.
Extrasensory
80
100%
30
10% chance to flinch the target.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Future Sight
80
90%
15
Hits two turns after being used.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Mirror Coat
--
100%
20
If hit by special attack, returns double damage.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Power Gem
70
100%
20
No additional effect.
Psybeam
65
100%
20
10% chance to confuse the target.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Psywave
--
80%
15
Random damage equal to 0.5x-1.5x user's level.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Uproar
50
100%
10
Lasts 3-6 turns. Active Pokemon cannot sleep.
Body Slam
85
100%
15
30% chance to paralyze the target.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Brick Break
75
100%
15
Destroys screens, even if the target is immune.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Double-Edge
120
100%
15
Has 1/3 recoil.
Drain Punch
60
100%
5
User recovers 50% of the damage dealt.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Payback
50
100%
10
Power doubles if the user moves after the target.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Thief
40
100%
10
If the user has no item, it steals the target's.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Amnesia
--
--
20
Raises the user's Sp. Def by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confuse Ray
--
100%
10
Confuses the target.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Heal Bell
--
--
5
Cures the user's party of all status conditions.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Mimic
--
--
10
The last move the target used replaces this one.
Odor Sleuth
--
--
40
Fighting, Normal hit Ghost. Evasiveness ignored.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Recycle
--
--
10
Restores the item the user last used.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Role Play
--
--
10
User replaces its Ability with the target's.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
Splash
--
--
40
No competitive use.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Taunt
--
100%
20
For 3-5 turns, the target can't use status moves.
Thunder Wave
--
100%
20
Paralyzes the target.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
85%
10
Badly poisons the target.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.

Combo List


These are a list of several common move combinations Grumpig can perform in Diamond/Pearl. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive DP Move and Ability Combos for Grumpig

Create a build


Have an idea in mind for Grumpig that you'd like to test? Customize the IVs, EVs and their Diamond/Pearl moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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