Competitive Information for Shroomish [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Shroomish shroomish
Base Stats for Shroomish

Grass

Abilities:
Effect SporeEffect Spore: 30% chance of poison/paralysis/sleep on others making contact with this Pokemon.
,
Poison HealPoison Heal: This Pokemon is healed by 1/8 of its max HP each turn when poisoned; no HP loss.
,
Quick FeetQuick Feet: If this Pokemon is statused, its Speed is 1.5x; ignores Speed drop from paralysis.


Evolutions / Family:
Shroomish
Breloom

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


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

Movesets for Singles


What is a good competitive moveset for Shroomish? 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.


Shroomish is a remarkable Grass-typed Pokemon. Shroomish is not a Pokemon anyone usually expects sees on the battlefield. Shroomish is weak to Bug, Fire, Flying, Ice, and Poison-typed attacks.


Species: Shroomish
Item: Flame Orb / Normalium Z
Ability: Quick Feet
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Facade / Double-Edge
- Seed Bomb / Bullet Seed
- Drain Punch / Wake-Up Slap
- Synthesis

Physical Sweeper Shroomish (Quick Feet)

Shroomish is an interesting Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Shroomish is not a Pokemon anyone usually expects sees on the battlefield without an Eviolite attached to it. 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 Shroomish from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Shroomish at the end of the turn which will activate Shroomish's Quick Feet ability. With Quick Feet, if Shroomish 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 Shroomish a sweet boost.

Facade is a physical 70-base power Normal-type move (power doubles if Shroomish is burn/poison/paralyzed).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Seed Bomb is a physical STAB-boosted 80-base power Grass-type move that deals a decent amount of damage.
Bullet Seed is a physical STAB-boosted 25-base power Grass-type move (hits 2-5 times in one turn).
Drain Punch is a physical 75-base power Fighting-type move (Shroomish recovers 50% of the damage dealt).
Wake-Up Slap is a physical 70-base power Fighting-type move (power doubles if target is asleep, and wakes it).
Synthesis is a status move (heals your Shroomish by a weather-dependent amount).




Species: Shroomish
Item: Flame Orb / Grassium Z
Ability: Quick Feet
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Energy Ball / Giga Drain
- Sludge Bomb / Venoshock
- Round / Snore
- Synthesis

Special Sweeper Shroomish (Quick Feet)

Shroomish is a pretty decent Special Sweeper. It attempts to take down the opponent's team with high-damaging special attacks. Shroomish is not a Pokemon anyone usually expects sees on the battlefield until it was realized Eviolite would make it quite viable. 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 Shroomish from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Shroomish at the end of the turn which will activate Shroomish's Quick Feet ability. With Quick Feet, if Shroomish is statused its speed is 1.5x; ignores speed drop from paralysis.

Energy Ball is a special STAB-boosted 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Giga Drain is a special STAB-boosted 75-base power Grass-type move (Shroomish recovers 50% of the damage dealt).
Sludge Bomb is a special 90-base power Poison-type move (30% chance to poison the target).
Venoshock is a special 65-base power Poison-type move (power doubles if the target is poisoned).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).
Snore is a special 50-base power Normal-type move (Shroomish must be asleep. 30% chance to flinch target).
Synthesis is a status move (heals your Shroomish by a weather-dependent amount).



Movesets for Doubles


What is a good doubles moveset for Shroomish? 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: Shroomish
Item: Flame Orb / Normalium Z
Ability: Quick Feet
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Facade / Double-Edge
- Seed Bomb / Bullet Seed
- Drain Punch / Wake-Up Slap
- Synthesis

Doubles Physical Sweeper Shroomish (Quick Feet)

Shroomish is popular Physical Sweeper. It is meant to take down the opponent's team with brute physical power. Shroomish is not a Pokemon anyone usually expects sees on the battlefield without an Eviolite. 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 Shroomish from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Shroomish at the end of the turn which will activate Shroomish's Quick Feet ability. With Quick Feet, if Shroomish 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 Shroomish a sweet boost.

Facade is a physical 70-base power Normal-type move (power doubles if Shroomish is burn/poison/paralyzed).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Seed Bomb is a physical STAB-boosted 80-base power Grass-type move that deals a good amount of damage.
Bullet Seed is a physical STAB-boosted 25-base power Grass-type move (hits 2-5 times in one turn).
Drain Punch is a physical 75-base power Fighting-type move (Shroomish recovers 50% of the damage dealt).
Wake-Up Slap is a physical 70-base power Fighting-type move (power doubles if target is asleep, and wakes it).
Synthesis is a status move (heals your Shroomish by a weather-dependent amount).




Species: Shroomish
Item: Flame Orb / Grassium Z
Ability: Quick Feet
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Energy Ball / Giga Drain
- Sludge Bomb / Venoshock
- Round / Snore
- Synthesis

Doubles Special Sweeper Shroomish (Quick Feet)

Shroomish is a pretty decent Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Shroomish is not a Pokemon anyone usually expects sees on the battlefield until Eviolte was added to the mix. 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 Shroomish from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Shroomish at the end of the turn which will activate Shroomish's Quick Feet ability. With Quick Feet, if Shroomish is statused its speed is 1.5x; ignores speed drop from paralysis.

Energy Ball is a special STAB-boosted 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Giga Drain is a special STAB-boosted 75-base power Grass-type move (Shroomish recovers 50% of the damage dealt).
Sludge Bomb is a special 90-base power Poison-type move (30% chance to poison the target).
Venoshock is a special 65-base power Poison-type move (power doubles if the target is poisoned).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).
Snore is a special 50-base power Normal-type move (Shroomish must be asleep. 30% chance to flinch target).
Synthesis is a status move (heals your Shroomish by a weather-dependent amount).



Movepool


Wondering what moves can Shroomish 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
Absorb
20
100%
25
User recovers 50% of the damage dealt.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Giga Drain
75
100%
10
User recovers 50% of the damage dealt.
Grass Knot
--
100%
20
More power the heavier the target.
Mega Drain
40
100%
15
User recovers 50% of the damage dealt.
Round
60
100%
15
Power doubles if others used Round this turn.
Sludge Bomb
90
100%
10
30% chance to poison the target.
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.
Venoshock
65
100%
10
Power doubles if the target is poisoned.
Body Slam
85
100%
15
30% chance to paralyze the target.
Bullet Seed
25
100%
30
Hits 2-5 times in one turn.
Double-Edge
120
100%
15
Has 33% recoil.
Drain Punch
75
100%
10
User recovers 50% of the damage dealt.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
False Swipe
40
100%
40
Always leaves the target with at least 1 HP.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Headbutt
70
100%
15
30% chance to flinch the target.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seed Bomb
80
100%
15
No additional effect.
Tackle
40
100%
35
No additional effect.
Wake-Up Slap
70
100%
10
Power doubles if target is asleep, and wakes it.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
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.
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.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Growth
--
--
20
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Leech Seed
--
90%
10
1/8 of target's HP is restored to user every turn.
Mimic
--
--
10
The last move the target used replaces this one.
Poison Powder
--
75%
35
Poisons the target.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Refresh
--
--
20
User cures its burn, poison, or paralysis.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
Spore
--
100%
15
Causes the target to fall asleep.
Stun Spore
--
75%
30
Paralyzes the target.
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.
Swords Dance
--
--
20
Raises the user's Attack by 2.
Synthesis
--
--
5
Heals the user by a weather-dependent amount.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Worry Seed
--
100%
10
The target's Ability becomes Insomnia.

Combo List


These are a list of several common move combinations Shroomish 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 Shroomish

Create a build


Have an idea in mind for Shroomish 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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