Competitive Information for Herdier [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Herdier herdier
Base Stats for Herdier

Normal

Abilities:
IntimidateIntimidate: On switch-in, this Pokemon lowers the Attack of adjacent opponents by 1 stage.
,
ScrappyScrappy: This Pokemon can hit Ghost types with Normal- and Fighting-type moves.
,
Sand RushSand Rush: If Sandstorm is active, this Pokemon's Speed is doubled; immunity to Sandstorm.


Evolutions / Family:
Lillipup
Herdier
Stoutland

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


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

Movesets for Singles


What is a good competitive moveset for Herdier? 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.


Herdier is a pretty decent Normal-typed Pokemon. Herdier is not a Pokemon anyone usually expects sees on the battlefield. Herdier's only type-related weakness is Fighting.


Species: Herdier
Item: Normalium Z / Eviolite
Ability: Sand Rush
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Return / Strength
- Wild Charge
- Psychic Fangs
- Play Rough

Physical Sweeper Herdier (Sand Rush)

Herdier is an outstanding Physical Sweeper. It's goal is to take down the opponent's team with brute physical power. Herdier is not a Pokemon anyone usually expects sees on the battlefield but Eviolite makes it possibly stronger than it's final form. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Herdier from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Herdier's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Sand Rush, if sandstorm is active Herdier's speed is doubled; immunity to sandstorm.

Return is a physical STAB-boosted 0-base power Normal-type move (max 102 power at maximum happiness).
Strength is a physical STAB-boosted 80-base power Normal-type move that deals a large amount of damage.
Wild Charge is a physical 90-base power Electric-type move (has 1/4 recoil).
Psychic Fangs is a physical 85-base power Psychic-type move (destroys screens, unless the target is immune).
Play Rough is a physical 90-base power Fairy-type move (10% chance to lower the target's attack by 1 stage).




Species: Herdier
Item: Mental Herb
Ability: Scrappy
Nature: Brave (+Atk, -Spe)
EVs: 168 Hp / 168 Def / 86 SpD / 86 Spe
Moveset:
- Last Resort
- Howl
- Aerial Ace
- Pursuit

Herdier Double Wall (Turkey Sammich)

Herdier is popular Double Wall. It is meant to have enough defenses and bulk to take both physical and special hits. With Scrappy, Herdier can hit ghost types with normal- and fighting-type moves.

Last Resort is a physical STAB-boosted 140-base power Normal-type move (fails unless each known move has been used).
Howl is a status move (raises your Herdier's attack by 1 stage).
Aerial Ace is a physical 60-base power Flying-type move (this move does not check accuracy).
Pursuit is a physical 40-base power Dark-type move (power doubles if a foe is switching out).



Movesets for Doubles


What is a good doubles moveset for Herdier? 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.


Species: Herdier
Item: Normalium Z / Eviolite
Ability: Sand Rush
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Return / Strength
- Wild Charge
- Psychic Fangs
- Play Rough

Doubles Physical Sweeper Herdier (Sand Rush)

Herdier is a decent Physical Sweeper. It's meant to take down the opponent's team with brute physical power. Herdier is not a Pokemon anyone usually expects sees on the battlefield until equipping Eviolite became the goto option. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Herdier from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Herdier's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Sand Rush, if sandstorm is active Herdier's speed is doubled; immunity to sandstorm.

Return is a physical STAB-boosted 0-base power Normal-type move (max 102 power at maximum happiness).
Strength is a physical STAB-boosted 80-base power Normal-type move that deals a good amount of damage.
Wild Charge is a physical 90-base power Electric-type move (has 1/4 recoil).
Psychic Fangs is a physical 85-base power Psychic-type move (destroys screens, unless the target is immune).
Play Rough is a physical 90-base power Fairy-type move (10% chance to lower the target's attack by 1 stage).



Movepool


Wondering what moves can Herdier 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
Hyper Voice
90
100%
10
No additional effect. Hits adjacent foes.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
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.
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.
Surf
90
100%
15
Hits adjacent Pokemon. Double damage on Dive.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Aerial Ace
60
--
20
This move does not check accuracy.
Bite
60
100%
25
30% chance to flinch the target.
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.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fire Fang
65
95%
15
10% chance to burn. 10% chance to flinch.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Ice Fang
65
95%
15
10% chance to freeze. 10% chance to flinch.
Last Resort
140
100%
5
Fails unless each known move has been used.
Lick
30
100%
30
30% chance to paralyze the target.
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.
Psychic Fangs
85
100%
10
Destroys screens, unless the target is immune.
Pursuit
40
100%
20
Power doubles if a foe is switching out.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Reversal
--
100%
15
More power the less HP the user has left.
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)
Strength
80
100%
15
No additional effect.
Tackle
40
100%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Thunder Fang
65
95%
15
10% chance to paralyze. 10% chance to flinch.
Wild Charge
90
100%
15
Has 1/4 recoil.
After You
--
--
15
The target makes its move right after the user.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Baby-Doll Eyes
--
100%
30
Lowers the target's Attack by 1.
Charm
--
100%
20
Lowers the target's Attack by 2.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Howl
--
--
40
Raises the user's Attack by 1.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
Odor Sleuth
--
--
40
Fighting, Normal hit Ghost. Evasiveness ignored.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
--
20
Forces the target to switch to a random ally.
Sand Attack
--
100%
15
Lowers the target's accuracy by 1.
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.
Thunder Wave
--
90%
20
Paralyzes the target.
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.
Yawn
--
--
10
Puts the target to sleep after 1 turn.

Combo List


These are a list of several common move combinations Herdier 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 Herdier

Create a build


Have an idea in mind for Herdier 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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