Competitive Information for Granbull [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Granbull granbull
Base Stats for Granbull

Fairy

Abilities:
IntimidateIntimidate: On switch-in, this Pokemon lowers the Attack of adjacent opponents by 1 stage.
,
Quick FeetQuick Feet: If this Pokemon is statused, its Speed is 1.5x; ignores Speed drop from paralysis.
,
RattledRattled: This Pokemon's Speed is raised 1 stage if hit by a Bug-, Dark-, or Ghost-type attack.


Evolutions / Family:
Snubbull
Granbull

Weakness Chart for Fairy-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
0.5x
0.5x
0x
  
  
0.5x
  
  
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
2x
  
  
2x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for GranbullVisit Serebii's Pokedex for location, breeding, and other game details about GranbullVisit Bulbapedia for more information about GranbullVisit Pikalytics for competitive usage stats on Granbull

Movesets for Singles


What is a good competitive moveset for Granbull? These builds have been optimized for Pokemon competing in Sun/Moon 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 Sun/Moon generation metagame.


Common team mates for Granbull in Pokemon Sun/Moon:

Landorus-TherianAlakazam-MegaInfernapeRotom-WashFerrothornMagnezoneCrobatMuk-AlolaDiggersbyXatuHitmontopIncineroar


Granbull is a remarkable Fairy-typed Pokemon. Granbull is a not-uncommon Pokemon to see in Generation 7. Granbull's only type-related weaknesses are Poison and Steel.


Species: Granbull
Item: Rocky Helmet / Leftovers
Ability: Intimidate
Nature: Impish (+Def, -SpA)
EVs: 252 Hp / 212 Def / 44 SpD
Moveset:
- Play Rough
- Heal Bell / Super Fang
- Rest
- Thunder Wave

Physical Wall Granbull (Analytic)

Granbull is pretty popular Physical Wall. It is meant to take a substantial amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Granbull last longer regaining it's it's life every turn. With Intimidate, on switch-in Granbull lowers the attack of adjacent opponents by 1 stage.

Play Rough is a physical STAB-boosted 90-base power Fairy-type move (10% chance to lower the target's attack by 1 stage).
Heal Bell is a status move (cures your Granbull's party of all status conditions).
Super Fang is a physical 0-base power Normal-type move (does damage equal to 1/2 target's current hp).
Rest is a status move (Granbull sleeps 2 turns and restores hp and status).
Thunder Wave is a status move (paralyzes the target).




Species: Granbull
Item: Flame Orb / Normalium Z
Ability: Quick Feet
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Facade
- Play Rough
- Outrage
- Close Combat

Physical Sweeper Granbull (Quick Feet)

Granbull is pretty popular Physical Sweeper. This moveset attempts to take down the opponent's team with brute physical power. Focus Sash helps protect Granbull from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Granbull at the end of the turn which will activate Granbull's Quick Feet ability. With Quick Feet, if Granbull is statused its speed is 1.5x; ignores speed drop from paralysis. Facade's damage doubles when the user has a status affliction. Combine that with Quick Feet to seriously give Granbull a sweet boost.

Facade is a physical 70-base power Normal-type move (power doubles if Granbull is burn/poison/paralyzed).
Play Rough is a physical STAB-boosted 90-base power Fairy-type move (10% chance to lower the target's attack by 1 stage).
Outrage is a physical 120-base power Dragon-type move (lasts 2-3 turns. confuses your Granbull afterwards).
Close Combat is a physical 120-base power Fighting-type move (lowers your Granbull's defense and special defense by 1 stage).




Species: Granbull
Item: Leftovers
Ability: Quick Feet
Nature: Adamant (+Atk, -SpA)
EVs: 10 Hp / 252 Atk / 245 Spe
Moveset:
- Close Combat
- Outrage
- Protect
- Toxic

Granbull Physical Sweeper (All Bark And No Bite)

Granbull is a spectacular Physical Sweeper. This moveset is designed to take down the opponent's team with brute physical power. Leftovers are always a great recovery option to ensure Granbull last longer regaining it's it's vitality every turn. With Quick Feet, if Granbull is statused its speed is 1.5x; ignores speed drop from paralysis.

Close Combat is a physical 120-base power Fighting-type move (lowers your Granbull's defense and special defense by 1 stage).
Outrage is a physical 120-base power Dragon-type move (lasts 2-3 turns. confuses your Granbull afterwards).
Protect is a status move (prevents moves from affecting your Granbull this turn).
Toxic is a status move (badly poisons the target; Note: Poison types can't miss with Toxic).



Movesets for Doubles


What is a good doubles moveset for Granbull? These builds have been optimized for Sun/Moon 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 Sun/Moon generation metagame.


Common team mates for Granbull in Pokemon Sun/Moon:

Landorus-TherianAlakazam-MegaInfernapeRotom-WashFerrothornMagnezoneCrobatMuk-AlolaDiggersbyXatuHitmontopIncineroar


Species: Granbull
Item: Flame Orb / Groundium Z
Ability: Quick Feet
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Earthquake
- Facade
- Rock Slide
- Play Rough

Doubles Physical Sweeper Granbull (Quick Feet)

Granbull is a wonderful Physical Sweeper. It is primarily designed to take down the opponent's team with brute physical power. Focus Sash helps protect Granbull from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Granbull at the end of the turn which will activate Granbull's Quick Feet ability. With Quick Feet, if Granbull is statused its speed is 1.5x; ignores speed drop from paralysis. Facade's damage doubles when the user has a status affliction. Combine that with Quick Feet to seriously give Granbull a sweet boost.

Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Facade is a physical 70-base power Normal-type move (power doubles if Granbull is burn/poison/paralyzed).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Play Rough is a physical STAB-boosted 90-base power Fairy-type move (10% chance to lower the target's attack by 1 stage).



Movepool


Wondering what moves can Granbull 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
Dazzling Gleam
80
100%
10
No additional effect. Hits adjacent foes.
Fire Blast
110
85%
5
10% chance to burn the target.
Flamethrower
90
100%
15
10% chance to burn the target.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Hyper Beam
150
90%
5
User cannot move next turn.
Hyper Voice
90
100%
10
No additional effect. Hits adjacent foes.
Incinerate
60
100%
15
Destroys the foe(s) Berry/Gem.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Overheat
130
90%
5
Lowers the user's Sp. Atk by 2.
Round
60
100%
15
Power doubles if others used Round this turn.
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.
Sludge Bomb
90
100%
10
30% chance to poison the target.
Snarl
55
95%
15
100% chance to lower the foe(s) Sp. Atk by 1.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Water Pulse
60
100%
20
20% chance to confuse the target.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Bite
60
100%
25
30% chance to flinch the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Close Combat
120
100%
5
Lowers the user's Defense and Sp. Def by 1.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Covet
60
100%
25
If the user has no item, it steals the target's.
Crunch
80
100%
15
20% chance to lower the target's Defense by 1.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 33% recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Feint Attack
60
--
20
This move does not check accuracy.
Fire Fang
65
95%
15
10% chance to burn. 10% chance to flinch.
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 Fang
65
95%
15
10% chance to freeze. 10% chance to flinch.
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.
Last Resort
140
100%
5
Fails unless each known move has been used.
Lick
30
100%
30
30% chance to paralyze the target.
Low Kick
--
100%
20
More power the heavier the target.
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.
Outrage
120
100%
10
Lasts 2-3 turns. Confuses the user afterwards.
Payback
50
100%
10
Power doubles if the user moves after the target.
Play Rough
90
90%
10
10% chance to lower the target's Attack by 1.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Present
--
90%
15
40, 80, 120 power, or heals target 1/4 max HP.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Climb
90
85%
20
20% chance to confuse the target.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Tomb
60
95%
15
100% chance to lower the target's Speed by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Smelling Salts
70
100%
10
Power doubles if target is paralyzed, and cures it.
Stomping Tantrum
75
100%
10
Power doubles if the user's last move failed.
Stone Edge
100
80%
5
High critical hit ratio.
Strength
80
100%
15
No additional effect.
Super Fang
--
90%
10
Does damage equal to 1/2 target's current HP.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Tackle
40
100%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Thunder Fang
65
95%
15
10% chance to paralyze. 10% chance to flinch.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Wild Charge
90
100%
15
Has 1/4 recoil.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Bulk Up
--
--
20
Raises the user's Attack and Defense by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Charm
--
100%
20
Lowers the target's Attack by 2.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Fake Tears
--
100%
20
Lowers the target's Sp. Def by 2.
Heal Bell
--
--
5
Cures the user's party of all status conditions.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
--
20
Forces the target to switch to a random ally.
Scary Face
--
100%
10
Lowers the target's Speed by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
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
--
85%
15
Raises the target's Attack by 2 and confuses it.
Tail Whip
--
100%
30
Lowers the foe(s) Defense by 1.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Thunder Wave
--
90%
20
Paralyzes the target.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Granbull can perform in Sun/Moon. 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 SM Move and Ability Combos for Granbull

Create a build


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



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