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Zeus
06-01-2008, 02:22 AM
Dunsparce


http://i302.photobucket.com/albums/nn107/TeamUber_album/Pokemon%20Analysis%20Art/Dunsparce.png

Name: Serene Grace Flinch

Dunsparce @ Leftovers
Trait: Serene Grace
174 HP / 252 Atk / 6 Def / 76 SpD
Adamant (+Atk, -SpA)
- Body Slam / Thunderwave / Glare
- Rock Slide
- Headbutt
- Bite / Earthquake / Roost

This set was made for Dunsparce. The annoying Serene Grace paraflinch combo can really scrwe you over. Body Slam is more reliable for the 60% paralysis rate that can paralyze all foes. While Thunderwave always hits, but not on Grounds or Electivire. Rock Slide, Headbutt, and Bite all perform flinches and are all optional in Dunsparce's arsenal. Earthquake is an option for bulky Steels and Rocks. And Roost is optional for survivability. The EVs given give Dunsparce 384 HP, which gives it maximum Leftovers recovery.

Name: Calm Mind

Dunsparce @ Leftovers
Trait: Serene Grace
174 HP / 6 Def / 252 SpA / 76 SpD
Modest (+SpA, -Atk)
- Calm Mind
- Thunder / Thunderbolt
- Ice Beam
- Water Pulse / AncientPower / Counter

This reveals Dunsparce's special movepool. Thunder's 60% paralysis rate, again, contributes to Dunsparce's annoying flinching abilities. Thunderbolt is also optional for accuaracy. Ice Beam is handy with Bolt-Beam coverage, along with the 20% freeze rate. Water Pulse has a 40% confusion rate, which can go well in tandem with paralysis, for "parafusion." AncientPower has a 20% chance in raising all stats, upon attacking the foe. Counter is nice for this set. While your pumping up your SpD, your Defense is left open. But you can use that to your advantage and Coutner physical attacks, that aren't Fighting type.

Name: Charge Beam

Dunsparce @ Leftovers
Trait: Serene Grace
174 HP / 6 Def / 252 SpA / 76 SpD
Modest (+SpA, -Atk)
- Charge Beam
- Ice Beam
- Glare / Thunderwave / Counter
- AncientPower

Instead of Calm Mind and Thunder, the two moves form Charge Beam, which gets a guaranteed SpA boost if it hits, having a 90% chance of hitting. Self explanitory.

Name: Trapper

Dunsparce @ Leftovers
Trait: Serene Grace
174 HP / 252 Atk / 6 Def / 76 SpD
Adamant (+Stat, -Stat)
- Yawn / Screech
- Pursuit
- Body Slam
- Earthquake

Dunsparce, with this set, makes a pretty decent trapper. Yawn produces alot of switches, and Pursuit takes advantage of that, and also works nicely with field damage (Spikes, Stealth Rock, or Toxic Spikes). Screech lowers the opponent's defenses by two stages which can not only produce switches but also bring a bigger hit if the opponent decides to stay in.

Other Options:

Flamethrower or Fire Blast can be useful in hitting Steels hard, along with their 20% chance for a burn. Shadow Ball is optional for its 40% chance of lowering the opponent's Special Defense. Magic Coat can work for an anti-lead, repelling back status attacks or even Leech Seed. This can work wonders against Roserade.

Counters:

It's simple, status and hard hits beat down Dunsparce. Since Dunsparce's strategy is meant to be faster than the opponent in order for flinch to work, therefore Dunsparce must prevent itself from getting paralyzed at all times. Even Toxic or Leech Seed can hinder Dunsparce and the opponent can outstall, however Magic Coat can prevent that. Hard hitters simply kill Dunsparce, mainly Machamp who doesn't mind paralysis. Grounds such as Hippowdon or Swampert can absorb Thunderwave and take any hit Dunsparce throws at them, not to mention PP stall because Dunsparce will have to hit them alot of times before taking it out.

To make a long story short, stalling, status, and hard hitters end Dunsparce's day.

Statigar
06-01-2008, 12:02 PM
Nice work Zeus :D

ShieryuSilvr
06-01-2008, 10:43 PM
Lulz, Sparce :lol:

XxSalientxX
06-02-2008, 09:04 AM
flinch hax ftw

ip3wna11n00bs
07-01-2008, 04:44 AM
I love how unpredictable this pokemon is o.O.