Competitive Information for Trapinch [Ruby/Sapphire]


Ground
Abilities:
Prevents opposing Pokemon from choosing to switch out unless they are airborne.
Prevents other Pokemon from lowering this Pokemon's Attack stat stage.


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Movesets for Singles
Looking for a competitive moveset for Trapinch? These builds are optimized for Ruby/Sapphire Single Battles. The movesets and EVs are designed to maximize damage against common opponents and threats in the Ruby/Sapphire metagame. Check out the expert movesets below to boost your battle performance and dominate your opponents!
Get hyped for Trapinch, a dazzling Pokémon with Ground typing! Trapinch is not a Pokémon anyone usually expects to see on the battlefield. The LC tier (Little Cup) is where it shines. It is weak to Grass, Ice, and Water-typed attacks. Discover Trapinch's movesets below and unleash its potential in battles!
Item: Shell Bell / Choice Band
Ability: Arena Trap
Nature: Adamant (+Atk, -SpA)
EVs: 176 Hp / 252 Atk / 40 Def / 40 SpD
Moveset:
- Earthquake / Dig
- Double-Edge / Return
- Rock Slide
- Gust
Trapinch shows a first-rate Physical Sweeper prowess in single battles. This configuration strives to take down the opponent's team with formidable physical attacks. Back before Generation IV, a move's damage category was determined by its type. Choice Band will increase the damage of Trapinch's physical moves by 1.5x at the cost of locking you into the first move you pick. The Shell Bell item option is to help Trapinch recover from the recoil damage it may take from Double-Edge. With Arena Trap, prevents opposing pokemon from choosing to switch out unless they are airborne.
◆ Dig is a physical STAB-boosted 60-base power Ground-type move (digs underground turn 1, strikes turn 2).
◆ Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
◆ Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
◆ Rock Slide is a physical 75-base power Rock-type move (30% chance to make the foes flinch).
◆ Gust is a physical 40-base power Flying-type move (power doubles during bounce and fly).
Link (click to copy):
https://hohoushome.com/b/caa148
Item: Choice Band
Ability: Hyper Cutter
Nature: Adamant (+Atk, -SpA)
EVs: 252 Hp / 252 Atk / 4 SpD
Moveset:
- Quick Attack
- Crunch
- Rock Slide
- Earthquake
Trapinch is an awesome Physical Tank to use for single battles. It's primary goal is to withstand physical attacks and hit back effectively. In the old days prior to Generation IV, a move's damage category was determined by its type. Choice Band will increase the damage of Trapinch's physical moves by 1.5x at the cost of locking you into the first move you pick. With Hyper Cutter, prevents other pokemon from lowering Trapinch's attack stat stage.
◆ Crunch is a special 80-base power Dark-type move (20% chance to lower the target's special defense by 1 stage).
◆ Rock Slide is a physical 75-base power Rock-type move (30% chance to make the foes flinch).
◆ Earthquake is a physical STAB-boosted 100-base power Ground-type move (hits adjacent pokemon. Power doubles on dig).
Link (click to copy):
https://hohoushome.com/b/cba148
Movesets for Doubles
Need a strong doubles moveset for Trapinch? These builds are perfect for VGC (Pokémon Video Game Championship) and other competitive Ruby/Sapphire Double Battles. The VGC is the ultimate test of strategy and skill, and these movesets and EVs are designed to excel against multiple opponents at once while providing essential support to your team. Dominate the Ruby/Sapphire metagame with these expert-crafted setups!
Item: Shell Bell / Choice Band
Ability: Arena Trap
Nature: Adamant (+Atk, -SpA)
EVs: 176 Hp / 252 Atk / 40 Def / 40 SpD
Moveset:
- Earthquake / Dig
- Rock Slide
- Double-Edge / Return
- Gust
Ready for double battles? Trapinch is an interesting Physical Sweeper. It's purpose is to crush rivals using intense physical power. Prior to Generation IV, a move's damage category was determined by its type. Choice Band will increase the damage of Trapinch's physical moves by 1.5x at the cost of locking you into the first move you pick. The Shell Bell item option is to help Trapinch recover from the recoil damage it may take from Double-Edge. With Arena Trap, prevents opposing pokemon from choosing to switch out unless they are airborne.
◆ Dig is a physical STAB-boosted 60-base power Ground-type move (digs underground turn 1, strikes turn 2).
◆ Rock Slide is a physical 75-base power Rock-type move (30% chance to make the foes flinch).
◆ Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
◆ Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
◆ Gust is a physical 40-base power Flying-type move (power doubles during bounce and fly).
Link (click to copy):
https://hohoushome.com/b/daa148
Movepool
Want to know what moves Trapinch can learn? Check out the full list of moves available in the Pokemon Ruby/Sapphire generation.
Sort and organize the learnset by type, category, accuracy, and power. Moves in bold get the same-type attack bonus (STAB) when used by Trapinch.
Damage Modifiers:
Combo List
These are a list of several common move combinations Trapinch can perform in Ruby/Sapphire. 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 RS Move and Ability Combos for Trapinch
- Moves: Sunny day + Solar beam
- Moves: Rest + Sleep talk
- Moves: Rest + Snore
- Move: Swagger + Item: Mirror Herb
- Move: Facade + Item: Flame Orb
- Move: Facade + Item: Toxic Orb
- Moves with Priority: Endure, Protect, Quick Attack
- Moves that inflict status: Toxic
Most notable and possible best moves for Trapinch
- Earthquake
- Protect
- Rest
- Toxic
Common Effort Values for Trapinch in Ruby and Sapphire
Usage Data
Explore the latest analytical usage data for this Pokémon from various VGC and online competitions. We use this data to develop our strategies and movesets. The data is categorized by competition and skill level: top-ranking trainers, mid-level players, and entry-level players.

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