Competitive Information for Gurdurr [X/Y]

Competitive Pokemon X/Y Movesets and Strategies for Gurdurr gurdurr
Base Stats for Gurdurr

Fighting

Abilities:
GutsGuts: If this Pokemon is statused, its Attack is 1.5x; ignores burn halving physical damage.
,
Iron FistIron Fist: This Pokemon's punch-based attacks have 1.2x power. Sucker Punch is not boosted.
,
Sheer ForceSheer Force: This Pokemon's attacks with secondary effects have 1.3x power; nullifies the effects.


Evolutions / Family:
Timburr
Gurdurr
Conkeldurr

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


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

Movesets for Singles


What is a good competitive moveset for Gurdurr? These builds have been optimized for Pokemon competing in X/Y 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 X/Y generation metagame.


Gurdurr is an awesome Fighting-typed Pokemon. Gurdurr is not a Pokemon anyone usually expects sees on the battlefield. Gurdurr is weak to Fairy, Flying, and Psychic-typed attacks.


Species: Gurdurr
Item: Flame Orb / White Herb
Ability: Guts
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Superpower / Hammer Arm
- Facade / Return
- Knock Off
- Detect / Protect

Physical Sweeper Gurdurr (Guts)

Gurdurr is a decent Physical Sweeper. This moveset attempts to take down the opponent's team with brute physical power. Focus Sash helps protect Gurdurr from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Gurdurr at the end of the turn which will activate Gurdurr's Guts ability. Use Detect or Protect to help guarantee the Orb activates on your first turn. With Guts, if Gurdurr is statused its attack is 1.5x; ignores burn halving physical damage. Facade's damage doubles when the user has a status affliction. Combine that with Guts to seriously give Gurdurr a sweet boost.

Superpower is a physical STAB-boosted 120-base power Fighting-type move (lowers your Gurdurr's attack and defense by 1 stage).
Hammer Arm is a physical STAB-boosted 100-base power Fighting-type move (lowers your Gurdurr's speed by 1 stage).
Facade is a physical 70-base power Normal-type move (power doubles if Gurdurr is burn/poison/paralyzed).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Knock Off is a physical 65-base power Dark-type move (1.5x damage if foe holds an item; Note: This will also remove that item).
Detect is a status move (prevents moves from affecting your Gurdurr this turn).
Protect is a status move (prevents moves from affecting your Gurdurr this turn).




Species: Gurdurr
Item: Eviolite
Ability: Iron Fist
Nature: Adamant (+Atk, -SpA)
EVs: 252 Hp / 252 Atk / 4 SpD
Moveset:
- Stone Edge
- Drain Punch
- Mach Punch
- Ice Punch / Knock Off

Gurdurr Physical Tank (Steel Rod To The Face)

Gurdurr is an interesting Physical Tank. This moveset is designed to take a hefty amount of physical hits while dealing some decent damage. Gurdurr 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%. With Iron Fist, Gurdurr's punch-based attacks have 1.2x power. sucker punch is not boosted. http://www.smogon.com/smog/issue27/nu_underrated_movesets

Stone Edge is a physical 100-base power Rock-type move (high critical hit ratio).
Drain Punch is a physical STAB-boosted 75-base power Fighting-type move (Gurdurr recovers 50% of the damage dealt).
Mach Punch is a physical STAB-boosted priority-increased 40-base power Fighting-type move (usually goes first).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).
Knock Off is a physical 65-base power Dark-type move (1.5x damage if foe holds an item; Note: This will also remove that item).




Species: Gurdurr
Item: Leftovers
Ability: Iron Fist
Nature: Adamant (+Atk, -SpA)
EVs: 224 Hp / 224 Atk / 62 SpD
Moveset:
- Work Up
- Poison Jab
- Force Palm
- Fire Punch

Gurdurr Physical Tank (Steroid User)

Gurdurr is a marvelous Physical Tank. It's purpose is to take a hefty amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Gurdurr last longer regaining it's health points every turn. With Iron Fist, Gurdurr's punch-based attacks have 1.2x power. sucker punch is not boosted.

Work Up is a status move (raises your Gurdurr's attack and special attack by 1 stage).
Poison Jab is a physical 80-base power Poison-type move (30% chance to poison the target).
Force Palm is a physical STAB-boosted 60-base power Fighting-type move (30% chance to paralyze the target).
Fire Punch is a physical 75-base power Fire-type move (10% chance to burn the target).



Movesets for Doubles


What is a good doubles moveset for Gurdurr? These builds have been optimized for X/Y 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 X/Y generation metagame.


Species: Gurdurr
Item: Flame Orb / White Herb
Ability: Guts
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Superpower / Hammer Arm
- Facade
- Rock Slide
- Detect / Protect

Doubles Physical Sweeper Gurdurr (Guts)

Gurdurr is a fabulous Physical Sweeper. It is primarily designed to take down the opponent's team with brute physical power. Focus Sash helps protect Gurdurr from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Gurdurr at the end of the turn which will activate Gurdurr's Guts ability. Use Detect or Protect to help guarantee the Orb activates on your first turn. With Guts, if Gurdurr is statused its attack is 1.5x; ignores burn halving physical damage. Facade's damage doubles when the user has a status affliction. Combine that with Guts to seriously give Gurdurr a sweet boost.

Superpower is a physical STAB-boosted 120-base power Fighting-type move (lowers your Gurdurr's attack and defense by 1 stage).
Hammer Arm is a physical STAB-boosted 100-base power Fighting-type move (lowers your Gurdurr's speed by 1 stage).
Facade is a physical 70-base power Normal-type move (power doubles if Gurdurr is burn/poison/paralyzed).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Detect is a status move (prevents moves from affecting your Gurdurr this turn).
Protect is a status move (prevents moves from affecting your Gurdurr this turn).



Movepool


Wondering what moves can Gurdurr 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
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Grass Knot
--
100%
20
More power the heavier the target.
Round
60
100%
15
Power doubles if others used Round this turn.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Chip Away
70
100%
20
Ignores the target's stat stage changes.
Comet Punch
18
85%
15
Hits 2-5 times in one turn.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Drain Punch
75
100%
10
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.
Force Palm
60
100%
10
30% chance to paralyze the target.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Hammer Arm
100
90%
10
Lowers the user's Speed by 1.
Ice Punch
75
100%
15
10% chance to freeze the target.
Knock Off
65
100%
20
1.5x damage if foe holds an item. Removes item.
Low Kick
--
100%
20
More power the heavier the target.
Low Sweep
65
100%
20
100% chance to lower the target's Speed by 1.
Mach Punch
40
100%
30
Usually goes first.
Payback
50
100%
10
Power doubles if the user moves after the target.
Poison Jab
80
100%
20
30% chance to poison the target.
Pound
40
100%
35
No additional effect.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
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 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 Throw
50
90%
15
No additional effect.
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)
Smack Down
50
100%
15
Removes the target's Ground immunity.
Smelling Salts
70
100%
10
Power doubles if target is paralyzed, and cures it.
Stone Edge
100
80%
5
High critical hit ratio.
Strength
80
100%
15
No additional effect.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
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.
Block
--
--
5
Prevents the target from switching out.
Bulk Up
--
--
20
Raises the user's Attack and Defense by 1.
Confide
--
--
20
Lowers the target's Sp. Atk 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.
Focus Energy
--
--
30
Raises the user's critical hit ratio by 2.
Foresight
--
--
40
Fighting, Normal hit Ghost. Evasiveness ignored.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
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.
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
--
90%
15
Raises the target's Attack by 2 and confuses it.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Wide Guard
--
--
10
Protects allies from multi-target hits this turn.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Gurdurr can perform in X/Y. 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 XY Move and Ability Combos for Gurdurr

Create a build


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



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