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3 votes
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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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21 Answers

3 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. Leftovers provides passive recovery, and the EV spread provides solid bulk across the board.

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prankster affects sleep talk too?
Yes (filler)
2 votes

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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2 votes

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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2 votes


Grimmsnarl @ Sitrus Berry / Focus Sash / Leftovers (depending on choice of fourth move, see below)
Ability: Prankster
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- 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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Burning Jealousy is also useful in the fourth move slot, particularly if you're using this Grimmsnarl as an opener but your opponent has the Zacian option. (this play would require a Focus Sash to work)
2 votes

image

Grimmsnarl @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Careful Nature
- Light Screen
- Reflect
- Thunder Wave
- Taunt

So, this set is a dual screen setter, Light Screen and Reflect are very useful to half the damage of Physical and Special Attackers, Thunder Wave for lowering the speed of dangerous foes and taunt for other mons who can setup
Hope you like this grimmsnarl set
Light Screen
Thank you

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don't worry if he is hit by a steel type move he has babiri berry
I don't think you need both Play Rough and Spirit Break. Personally I think Light Clay is better for screens but you do you
1 vote

Gen 8 SS NU

Grimmsnarl (M) @ Leftovers
Ability: Prankster
EVs: 248 HP / 236 SpD / 24 Spe
Careful Nature
- Bulk Up
- Throat Chop
- Spirit Break / Sleep Talk
- Substitute / Rest

A Specially Defensive Bulk Up set. Bulk Up is used to raise your attack and defense stats, which is quite useful with Prankster so you can use Bulk Up before the opposing Pokemon makes a move. Throat Chop is the Dark-type STAB move on this set so you can make Hyper Voice Pixilate Sylveon setup bait, which is pretty cool. Spirit Break is for your Fairy-type STAB that lowers the Special Attack of opposing Pokemon. Prankster Substitute is useful for scouting as well as allowing you to setup more easily. Rest and Sleep Talk can be used over Substitute and Spirit Break if you want to have a Bulk Up RestTalk set.

24 Speed EVs allow you to outspeed max speed Adamant Copperajah as well as Pokemon using enough Speed EVs to outspeed max speed Adamant Copperajah. The rest of the EVs are used in HP and Special Defense alongside Careful Nature so you can survive special hits such as a Scald from Vaporeon.

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1 vote

Screens Grimmsnarl got so much better now that Gen 9 gave Grimmsnarl Parting Shot.

Gen 9 Monotype Screens Setter (Dark)

Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def or 252 HP / 4 Atk / 252 SpD
Impish / Careful Nature
- Light Screen
- Reflect
- Spirit Break
- Parting Shot

This is the standard screens Grimmsnarl set, but with Parting Shot. The set is pretty self-explanatory. Prankster lets you setup Light Screen and Reflect first most of the time. Spirit Break is used for a Fairy STAB that lets you lower the special attack of opposing Pokemon. Parting Shot makes things interesting. Parting Shot lowers the attack and special attack stats of opposing Pokemon and allows you to switch out. Since Grimmsnarl has Prankster, this means you can almost always be able to lower the opposing Pokemon's attacking stats and switch to a teammate before the opposing Pokemon can make a move. Just make sure you don't try to use Parting Shot against Dark-types and Gholdengo(Gholdengo's Good as Gold Ability makes it immune to status moves). This set should be used on Screens HO Dark teams in Gen 9, as Gen 9 is when Grimmsnarl gets access to Parting Shot. If you use Impish Nature, use the Max HP Max Def EV spread. If you use Careful Nature, use the Max HP Max SpD EV Spread.

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1 vote

Gen 9 NU Bulk Up

Grimmsnarl @ Chesto Berry / Leftovers
Ability: Prankster
Tera Type: Steel
EVs: 252 HP / 40 SpD / 216 Spe
Careful Nature
- Bulk Up
- Spirit Break
- Sucker Punch
- Rest / Substitute

Well, just like last Gen, Grimmsnarl finds itself in NU. Every other tier it is used in aside from 1v1, Grimmsnarl uses a Screens setter set. This is not the case for NU. This set is a Bulk Up set that Grimmsnarl can use in Gen 9 NU. Unlike Gen 8 NU, Grimmsnarl actually has potential thanks to Tera.

Bulk Up boosting Grimmsnarl's Attack and Defense stats make its STAB moves more dangerous to switch into while making it harder for physical wallbreakers to wear down Grimmsnarl. Thanks to Prankster, Grimmsnarl will almost always get to use Bulk Up first. Spirit Break is used for the Fairy STAB due to it being able to lower the Special Attack of Special wallbreakers. Sucker Punch allows Grimmsnarl to have a Dark STAB that is useful against faster Pokemon. Prankster + Rest allows Grimmsnarl to immediately recover, with Chesto Berry waking up Grimmsnarl. Substitute can be used instead to dodge status conditions thanks to Prankster. If you use Substitute, then use Leftovers for the item for a little HP recovery. Bulk Up Grimmsnarl doesn't need any coverage moves since the only Pokemon that can resist both Dark- and Fairy-type moves is Tinkatuff. Tera Steel is the Tera Type since it turns all of Grimmsnarl's weaknesses into resists. Tera Steel can be useful to avoid a potential reverse sweep from Ditto.

252 HP EVs are used for bulk. 216 Speed EVs allow Grimmsnarl to outspeed max speed Dudunsparce and Cacturne that aren't using a +speed nature. The rest of the EVs are used in Special Defense with a Careful Nature to give Grimmsnarl some special bulk.

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1 vote

Gen 9 NU Choice Band

Grimmsnarl (M) @ Choice Band
Ability: Prankster
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Play Rough
- Sucker Punch
- Trick

A Choice Band Grimmsnarl set for Gen 9 NU. With Tera, the low power level of NU, and Pokemon who don't enjoy switching into Grimmsnarl's STABs, Choice Band Grimmsnarl is a threat. Crunch is Grimmsnarl's powerful Dark STAB since it doesn't have Darkest Lariat in Gen 9. Play Rough is used for a powerful Fairy STAB that hits Pokemon such as Bombirdier, Umbreon, and opposing Grimmsnarl, Pokemon who can resist Crunch. Sucker Punch is used for a priority Dark STAB that allows Grimmsnarl to pick off faster Pokemon since Grimmsnarl isn't exactly fast. Trick with Prankster can allow Grimmsnarl to stop setup sweepers or disrupt defensive Pokemon. Choice Band Grimmsnarl doesn't need a coverage move in the 4th slot since no Pokemon in NU really want to switch into Grimmsnarl's STAB moves. Tera Dark is the Tera used on this set to make Crunch hit really hard, making some Pokemon who could check Grimmsnarl usually not want to switch in as easily.

Tera Dark Calcs:

252+ Atk Choice Band Tera Dark Grimmsnarl Crunch vs. 252 HP / 176+ Def Sandaconda: 178-210 (51.1 - 60.3%) -- guaranteed 2HKO

252+ Atk Choice Band Tera Dark Grimmsnarl Crunch vs. 252 HP / 208+ Def Lurantis: 218-258 (63.3 - 75%) -- guaranteed 2HKO

252+ Atk Choice Band Tera Dark Grimmsnarl Crunch vs. 252 HP / 252+ Def Klawf: 178-210 (51.7 - 61%) -- guaranteed 2HKO

These Pokemon would be 3HKOed by Choice Band Crunch, but Tera Dark turns the 3HKO into a 2HKO, meaning Choice Band Tera Dark Grimmsnarl is a threat in NU.

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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
- Reflect
- Thunder Wave
- Foul Play

  • 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: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Spirit Break
- False Surrender / Darkest Lariat
- Drain Punch / Revenge
- Bulk Up

  • 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
Adamant / Jolly Nature
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

MEME SET
Grimmsnarl (M) @Leftovers
Ability: Prankster
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 0 SpA
- Bulk Up
- Fake Out
- Foul Play / Sucker Punch / Drain Punch
- Spirit Break

For da memes baby. Bulk Up prankster combo makes you bulkier than the EVs can. Fake Out is really annoying especially if you overuse it by switching in and out from a tank like Pyukumuku, Shuckle or Eviolite Dusclops. Pyukumuku suggested for Innards Out. Sucker Punch or Foul Play. Foul Play for physical walls that use curse as their setup move and Sucker Punch for special walls that use physical attacks such as mega gyarados. Or you can drain punch to rub salt in the wound with leftovers. Spirit break is stab and takes care of spatkers with 100% chance to lower their spatk by 1 stage. Comment with your friend’s rage reactions. 4th moveset btw.

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0 votes

Editing this since Grimmsnarl recently dropped to NU.

Gen 8 NU

Grimmsnarl (M) @ Choice Band
Ability: Frisk / Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Darkest Lariat
- Play Rough
- Sucker Punch
- Power Whip / Superpower / Fire Punch / Trick

A Choice Band set for NU. Choice Band gives Grimmsnarl an immediate boost to its base 160 Attack. Darkest Lariat is Grimmsnarl's strongest Dark-type STAB, and can bypass Mudsdale's Stamina boost since it ignores opposing Pokemon's stat changes. Play Rough is Grimmsnarl's strongest Fairy-type STAB. Sucker Punch is used for a priority STAB move that is also useful for revenge killing opposing Pokemon. Power Whip is for coverage against Pokemon such as Vaporeon, Diancie, and Rhydon. Superpower can be used instead to deal with Steel-types such as Copperajah. While it is weaker as Steel-type coverage, Fire Punch is used to deal with certain Pokemon, such as being able to OHKO Escavalier and 2HKO Vileplume. Trick can be used to cripple Pokemon such as Vaporeon and can help make you less prediction reliant. Frisk is used as the ability to see what opposing Pokemon are using as their item. Prankster is also an option if you want to use a priority Trick on opposing Pokemon.

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0 votes

Gen 8 NU

Grimmsnarl (M) @ Protective Pads
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Darkest Lariat / Throat Chop
- Drain Punch
- Sucker Punch

A Bulk Up + 3 Attacks set. Protective Pads is the item so you can avoid getting statused from Talonflame's Flame Body and Vileplume's Effect Spore. Bulk Up allows you to boost your attack and defense and goes first due to Prankster. Darkest Lariat is Dark STAB that allows you to ignore Mudsdale's Stamina boost, while Throat Chop can be used for your Dark-type STAB as a technique to make Pixilate Hyper Voice Sylveon setup bait. Drain Punch is used as coverage for Steel-types and heals you for longevity. Sucker Punch is used for priority Dark STAB.

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0 votes

Grimmsnarl @ Big Root
Ability: Prankster
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Bulk Up
- Darkest Lariat / Spirit Break
- Drain Punch
- Taunt

Use taunt so your opponent cannot set up. Then use Bulk Up until attack and defense are maximised or when Grimmsnarl reaches half health. Darkest Lariat is your STAB move and Drain Punch is used to deal decent damage whilst healing. The Big Root increases the health gained from Drain Punch greatly.

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0 votes

Singles check / counter-sweeper vs boosted physical Attackers (e.g. Necrozma-DM @ Weakness Policy)

Grimmsnarl @ Focus Sash
Ability: Prankster
EVs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Superpower
- Power Swap
- Sucker Punch
- Rest / Drain Punch / Spirit Break

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NDM and most sweepers for that matter will 0hko this after rocks.
This set does depend on either avoiding/removing rocks (I actually haven't seen that much in the first place in BSS13 on Switch), or leading with Grimmsnarl because you predict they will open with a setup sweeper or an offensive pivot (which is what the Superpower is there for).
I see, you should probably specify it's for BSS then.
0 votes

Gen 9, Tera Raid supporter (vs. SpA)

Grimmsnarl @ Leftovers
Ability: Prankster
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature (+SpD, -SpA)
- Taunt
- Torment
- Light Screen
- Spirit Break

This build is for supporting Tera Raids against special attackers, where the raid is expected to be "difficult" or "long" (i.e. 5+ stars). It is designed to mitigate the worst-case scenario rather than optimize for the best-case scenario.

The main use cases of this build are:

  1. Prevent the raid boss from buffing their own stats ad infinitum.
  2. Prevent the raid boss from statusing you and your allies ad infinitum.
  3. Extend the longevity of your allies when they have brought Pokemon against which the raid boss has a super-effective move.
  4. Extend the longevity of your allies when they have brought Pokemon that are vulnerable to special damage.

Taunt fulfills the first two use cases, whereas Torment fulfills the third. Light Screen and Spirit Break fulfill the fourth, but are also useful for defending your allies against special attackers in general. This build may be used when only one of these use cases is applicable, but it is more beneficial the more use cases it can cover.

Leftovers is chosen instead of the more common Light Clay because this build would otherwise have no self-sustain for longer raids. Self-sustain is important in longer raids because you only have a limited number of cheers (e.g. "Heal Up!"), and so they should be used strategically for the whole team's benefit rather than only for your own benefit. Besides, this build suffers little-to-no opportunity cost for having to reset Light Screen every 5 rounds instead of every 8, since the only other action late-raid would be to use Spirit Break for the sake of its SpA debuff (which is a smaller-size effect and is expected to be removed by the raid boss every so often anyway).


The moves SHOULD be used in this order:

  1. Taunt
  2. Torment
  3. Light Screen
  4. Spirit Break
  5. ...repeat Spirit Break / Light Screen.

Taunt and Torment should be done before Light Screen because they are status moves that target the opponent. Thus, they must be done before the raid boss puts up its shield, since the shield will block all status moves targeted at it. Fortunately, Taunt and Torment apply non-volatile status conditions, which the raid boss cannot remove when it removes its own "negative effects". Thus, they will last the entire raid.

Taunt should be done very first in order to prevent the raid boss from ever using any self-buff moves or status-inflicting moves. Torment should be done after Taunt because Torment is more effective when the raid boss has a smaller move pool, and Taunt decreases the effective size of its available move pool.

Light Screen should be used before Spirit Break since the defensive benefit of Light Screen is greater (50% damage reduction). In addition, raid bosses frequently--albeit not always--clear their own negative effects on the third turn; so waiting until the fourth turn to do Spirit Break means its benefit (reducing the target's SpA by 1 stage) will stick around longer.


Note that this build does not work against Dark raid bosses, since they are immune to Prankster. Neither does this build work against any raid boss that is immune to status moves from the very beginning of the raid (e.g. Queenly Majesty Tsareena, Iron Tail Farigiraf, Psychic Surge Indeedee, etc.). However, it does work against raid bosses that manually set Psychic Terrain, since you can prevent them from doing so by Taunting them the very first turn.

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