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1 vote
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If you have a good competitive moveset for Grimmsnarl, post an answer below and upvote the best ones. Movesets for any of its pre-evolutions can also be shared on this thread.

Be sure to include full set details in your post, e.g. items, abilities, natures and EVs. Some detail, including the intended game mode for your set, is also appreciated. Access the full list of guidelines here.

Grimmsnarl Pokedex & learnset for reference.

Grimmsnarl sprite

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Everybody is using it as a Dual Screener on Showdown and I don't understand why
Bc it has Prankster so it can get up it's dual screens before it gets attacked, keep them up reliably throughout a match
this mon is literally the embodiment of the Impish nature

13 Answers

2 votes

Rest + Sleep Talk Moveset

Grimmsnarl (M) @ Leftovers
Ability: Prankster
EVs: 252 HP / 16 Atk / 160 Def / 80 SpD
Adamant Nature
- Bulk Up
- Rest
- Sleep Talk
- Spirit Break / Darkest Lariat

Prankster Bulk Up and Prankster Rest, and when asleep can use Prankster Sleep Talk for a priority attacking move.

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1 vote

Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Nature: Impish
- Foul Play / Darkest Lariat / Spirit Break / Play Rough
- Reflect
- Light Screen
- Taunt

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1 vote

Gen 8 OU
Grimmsnarl (M) @ Leftovers
Ability: Prankster
EVs: 198 HP / 12 Atk / 150 Def / 148 SpD
Impish Nature
- Substitute
- Drain Punch
- Bulk Up
- False Surrender
Explanation: Use a Prankster Substitute so you can set up Prankster Bulk Up. Drain Punch is for recovery. False Surrender is to bypass accuracy checks.

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1 vote

Grimmsnarl (M) @ Life Orb
Ability: Frisk
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Dazzling Gleam / Draining Kiss
- Focus Blast / Hyper Beam

Obviously physical or support Grimmsnarl is better, but here's a special set that can catch an opponent off guard. Nasty Plot boosts your Special Attack, making it a more potent sweeper. Dark Pulse is solid STAB. Dazzling Gleam and Draining Kiss are also STAB, simply choose damage or recovery. Focus Blast is powerful coverage, while Hyper Beam can be used as a last-ditch nuke if you're sure Grimmsnarl won't survive the next turn. Frisk can help scout the opposing team.

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1 vote


Item: Oran Berry/Sitrus Berry/Focus Sash/Leftovers (depending on choice of fourth move, see below)
Nature: Jolly
Ability: Prankster
EVs: 4 HP/252 Atk/252 Speed
Moveset:
- Taunt
- Spirit Break
- Foul Play
- Trick/Thief/Protect/Stomping Tantrum/False Surrender/Play Rough/Dark Pulse/Dazzling Gleam
Breakdown:
Yes, Prankster is the best ability for Grimmsnarl, and yes, it is essential for how we're using this beast, but if you build Grimmsnarl as a prankster build (meaning 3 or all 4 of its moves are status moves that make use of its ability), then you are doing this creature a massive disservice. It has a 120 base attack. That is higher than Mega Mawile before Huge Power kicks in (105), higher than Mimikyu (90), and even higher than Azumarill even after Huge Power kicks in (making it base 100), making it the best physical attacking fairy type to date, not counting legendaries (Zacian beats it out, obviously). So we're going to run with this in what I feel is the best way to use Grimmsnarl - the counter to pranksters, walls, and anyone else who relies heavily on setup.

Being a dark type, you automatically shut down any other pranksters. However, with that poor 60 base speed, even with 252 EVs in it, pretty much every other prankster in the game, with the exception of Sableye, outspeeds you. This is why we went with Prankster over the other two abilities. You can get your taunt off before they get their Substitute off, enabling you to shut down whatever plan they have. Likewise, this lets you stop walls before they get too deeply set up with things like Stockpile, Amnesia, Iron Defense, or Ingrain. It also lets you stop members of their team from setting up hazards like Spikes and Stealth Rocks while also preventing them from using Defog to get rid of any hazards you've setup. Basically, this is your primary role on any team, shutting down all but their pure attackers.

Spirit Break is Grimmsnarl's signature move, and it lets you attack those special attackers that wouldn't suffer as much from Foul Play, while also weakening their main attack stat. It's also your STAB Fairy move, useful for when coming against another Grimmsnarl (which is why we went with the EVs in Speed over something more defensive, to counter their attempts to counter you).

Foul Play is STAB Dark, and is great for use against powerful physical attackers, especially ones who have higher attack than you.

The final move is up to you. Trick and Thief are great options for taking Leftovers away from opponent walls, which is when you would pick to run an Oran Berry to really make them salty. If using Thief instead of Trick, any other kind of berry or even a Focus Sash would be a good alternative. Something that gets used up. Otherwise, I would suggest running leftovers. Protect is a general fourth pick to use for trying to sus out what type of set your opponent may be running on whatever they have on the field. These are your more pranksterish choices, but there's many great offensive choices as well.

Stomping Tantrum is a great coverage move for two of your three weaknesses, dealing with both Steel and Poison types. False Surrender is a great dark STAB move for using against those who are weak to dark type but may not be great physical attackers (such as most Psychic types). And Play Rough is a higher power fairy STAB move than Spirit Break that has a chance of lowering the opponent's attack. I wouldn't pick it as an alternative to Spirit Break, as Spirit Break is a guaranteed Special Attack drop, while Play Rough is only a 10% chance for dropping the physical side of things. Other great alternatives for a fourth move are Dark Pulse and Dazzling Gleam for countering physical walls that aren't so great against special attackers. While Grimmsnarl is clearly a superior physical attacker, that 95 base special attack is nothing to sneeze at, and a great option for making this a wall breaker.

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0 votes

Grimmsnarl (M) @ Choice Band
Ability: Frisk
EVs: 252 HP / 252 Atk / 4 SpD
Nature: Adamant
- Darkest Lariat
- Play Rough
- Superpower / Drain Punch
- Ice Punch / Trick

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0 votes

Grimmsnarl (M) @ Life Orb
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Body Press
- Darkest Lariat
- Spirit Break

Bulk Up, and 3 Attacks. Recommended with Sticky Web support, because 60 Speed is pretty bad.

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Why body press?
because of the defense boost from bulk up, but drain punch is probably better for recovery
0 votes

Special Grimmsnarl set
Grimmsnarl has a 95 Special Attack stat, which is not bad. Of course physical Grimmsnarl is better but I got a modest one so I made this set.

Grimmsnarl @ Life Orb / Leftovers
Ability: Prankster
EVs: 252 HP / 252 SpA / 4 Def
Modest Nature
- Nasty Plot
- Dazzling Gleam / Draining Kiss
- Focus Blast
- Dark Pulse

Nasty Plot to boost Special Attack. You can almost always get a Nasty Plot off because of Prankster. For STAB I picked Dazzling Gleam for damage or Draining Kiss for recovery. For coverage Focus Blast is a good option to counter Steel types. And lastly Dark Pulse for STAB.

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this is actually a REALLY fun build and because he is a Atk focus mainly and usually used to run screens and support it can surprise people when he starts with a nasty plot! i prefer draining kiss to give him a little more longevity and the focus blast to deal with steel types was the KEY! he cant learn close combat and superpower wouldnt be worht it as it lowers his attack stat. thank you for this! Grimms one of my fav's and now so is this build!
0 votes

Grimmsnarl @ Light Clay
Ability: Prankster
EVs: 252 HP / 4 Atk / 188 Def / 60 SpD / 4 Spe
Impish Nature
IVs: 0 Atk
- Light Screen - Kinda self-explanatory
- Reflect - Also self-explanatory
- Thunder Wave - Helps with status and speed control
- Foul Play - STAB attacking move - just in case

'Snarl is just great as a support 'mon. Double Screens is a must on this thing to keep damage issues out of the way for your sweepers, and it can slow down others with thunder wave. On top of that, if your playing doubles and your opponent uses trick room, you could probably paralyze you OWN POKEMON to slow them down in hopes that it'll outspeed during tRoom. Foul Play is kinda there just so Grimmsnarl can do some form of damage.

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0 votes

Grimmsnarl (M) @ Quick Claw
Ability: Prankster
EVs: 252 Atk / 252 Spe / 4 HP
Adamant Nature
- Spirit Break-STAB
- False Surrender / Darkest Lariat-STAB
- Drain Punch / Revenge-Healing Move/Retaliation Move
- Bulk Up-Setup

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Quick Claw is gimmicky and unreliable.
0 votes

Grimmsnarl (M) @ Leftovers
Ability: Prankster
Nature: Adamant / Jolly
EVs: 252 Atk / 252 Spe / 4 HP
- Play Rough
- Foul Play
- Swagger
- Darkest Lariat
__

Since Foul Play uses the targets Attack, use Swagger on them once or twice, then you should be set off. Since Grimmsnarl has Prankster, it will give Swagger priority. Darkest Lariat is there just in case you come across a Pokemon with low Attack.

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0 votes

Grimmsnarl (M) @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 252 Spd / 4 Def
Nature: Adamant / Jolly
- Spirit Break
- Darkest Lariat
- Drain Punch / Hammer Arm
- Leech Life / Superpower

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0 votes

Grimmsnarl (M) @ Adrenaline Orb
Ability: Pickpocket
Jolly Nature
EVs: 252 Atk / 252 Def / 4 Spe
- Spirit Break
- Darkest Lariat
- Hammer Arm
- Ice Punch

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Adrenaline Orb is very situational. Pickpocket is not better than Frisk or Prankster, and Grimmsnarl is better at supporting, rather than all-out attacking. Hammer Arm is also not a very good move on Grimmsnarl.