Last updated: 2026-07-27

Related Pokemon
Boosts the power of moves of the same type as the Pokémon by 100% instead of 50%.
In singles, it has upper-tier usage. Base-form Focus Sash plus Toxic Debris is mainstream, while Mega sets with Glimmoranite are only a minority, but after Mega Evolving it becomes a C150/S101 special attacker whose STAB Power Gem (Rock) and Sludge Wave (Poison) gain massive 2x power from Adaptability. It is a fast special Timid/Modest set that supplements coverage with Earth Power and Energy Ball while also being able to spread Stealth Rock.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
High-Power Special Attacker
Mega Adaptability boosts Poison/Rock to extreme power.
Mega Glimmora
| HP | 159 | 1 | |
|---|---|---|---|
| Atk↓ | 99 | - | |
| Def | 126 | 1 | |
| SpA | 202 | 32 | |
| SpD | 116 | - | |
| Spe↑ | 168 | 32 |
With base 150 Sp.Atk and Adaptability, it forces high-power STAB attacksas a special attacker. Alongside its main Rock/Poison moves, Ground and Grass coverage handles a broad range of opponents.
Sludge Wave for even more power
Swapping Sludge Bomb for Sludge Wave raises power. The Poison chance drops from 30% to 10%, but Sludge Wave is fine if you want raw power.
From favorable matchups, leveraging high Sp.Atk and ability boost, an ace that pressures the opponent's cycle. With deep coverage, it can also break opposing walls.
Weak to fast Ground types
Mega Glimmora is 4x weak to Ground, so fast Ground types like Scarf users are threatening. Energy Ball gives some damage, but if outsped, switching out is wise.
Lead Hazard Setter
Lead setting Stealth Rock plus Toxic Debris auto-Toxic Spikes.
Glimmora
| HP | 159 | 1 | |
|---|---|---|---|
| Atk↓ | 67 | - | |
| Def | 111 | 1 | |
| SpA↑ | 200 | 32 | |
| SpD | 101 | - | |
| Spe | 138 | 32 |
Focus SashUsing guaranteed turn as a shield, Stealth Rocksetting up and Toxic Debris ability deploys Toxic Spikes — a lead hazard setter.Mortal SpinIt clears opposing hazards while shaping a board friendly to teammates.
Other than Stealth Rock, freely changeable
Glimmora Stealth Rockcan swap moves other than Stealth Rock freely per team. Also, with the ability Toxic Debristhat Toxic SpikesToxic Spikes can be added as a backup if Stealth Rock is set up only once.
Brought out as a lead, a role of shaping advantage via hazards and Mud Shot's Speed drops. The ability triggers only on receiving physical hits, so pick it vs. physical attackers for best effect.
Weak to Special Attackers that don't trigger Toxic Debris
Glimmora's ability Toxic Debrisdeploys Toxic SpikesToxic Spikes — a powerful trait.It doesn't trigger on special hits — strength wasted, so consider switching while playing.
Example Threats
SpD Corrosion
Corrosion poisons even Steel/Poison types to break cycles.
Glimmora
| HP | 189 | 31 | |
|---|---|---|---|
| Atk↓ | 67 | - | |
| Def | 110 | - | |
| SpA | 150 | - | |
| SpD↑ | 146 | 32 | |
| Spe | 109 | 3 |
Investing EVs mainly in HP and Sp.Def,
Leftovers or Spiky Shield to make full use of もうどく状態 to inflict status — a special wall-build Glimmora. With the ability that can even poison Steel and Poison types, Corrosion combined with Spiky Shield, it forms a composition that chips away at the opponent while preserving its own HP.
Cover weaknesses with subweapons
Glimmora has many subweapon options, so adjust them to fit your team. A move that lowers the opponent's Sp.Def to set up an offensive, such as Acid Spray, or one that broadens coverage, such as Earth Power / Energy Ball / Dazzling Gleam, are recommended.
Brought out as a switch-in against favorable special attackers, it develops the game by leaving the opponent もうどく状態 and waging a war of attrition is its main role. Regardless of the opponent's type, Toxic can be applied thanks to the ability Corrosion, playing tenaciously to grind the opponent down — its role.
Defensive Pokémon with low power
the ability Corrosion, even Poison-type and Steel-type Pokémon can be left Poison.A playstyle of using Toxic on defensive Pokémon to wear them down little by little — its specialty.
Example Favorable Matchups
Special attackers with a favorable type matchup
With EVs invested in HP and Sp.Def, its special bulk is also high.
Leftovers, recovering HP Spiky Shieldwhile chipping the opponent down by hitting their weaknesses.
Example Favorable Matchups
Physical attackers that hit its weaknesses
Since no EVs are invested in Def, being struck all at once by a super-effective physical move is fatal. It is best to switch out to another Pokémon rather than force it.
Example Threats
Doubles Timid CS
Ability-boosted Rock/Poison favored vs Incineroar/Florges.
Mega Glimmora
| HP | 159 | 1 | |
|---|---|---|---|
| Atk↓ | 99 | - | |
| Def | 125 | - | |
| SpA | 202 | 32 | |
| SpD | 117 | 1 | |
| Spe↑ | 168 | 32 |
With Sp.Atk/Spe EVs, STAB moves boosted by the Adaptability Ability is a special attacker Mega Glimmora build. It uses the protective move Spiky Shield to block focused attacks while dealing contact damage to attackers.
Sludge Bomb is interchangeable with Sludge Wave
Sludge Bomb is interchangeable with Sludge Wave. Sludge Wave Hits both opposing Pokémon simultaneously, but also hits the ally.When using it, pair with Steel-type Pokémon that block Poison moves.
High-power Rock- and Poison-type moves unleashed from the synergy of high Sp. Atk and the Ability It serves as the ace, pressuring the opponent's board. With Spiky Shield, it blocks focused attacks while chipping HP from contact attackers.
Struggles against Ground- and Steel-type Pokémon
Ground- and Steel-type Pokémon resist both Rock and Poison moves at half or less, making them unfavorable matchups. In particular, Quad-weak to Ground-type is also hit. When facing unfavorable matchups, use Spiky Shield and defeat them with allies' moves.
Example Threats
Type
Category
Target
Properties
46 / 46
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Explosion | Normal | Phys | 250 | 100 | 8 | Explosion | All | The user faints upon using this move. |
| Self-Destruct | Normal | Phys | 200 | 100 | 8 | Explosion | All | The user faints upon using this move. |
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Solar Beam | Grass | Spec | 120 | 100 | 12 | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. | |
| Energy Ball | Grass | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Spiky Shield | Grass | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. Any attackers that use contact moves against the user during this turn take damage equal to 1/8 of their max HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance of making targets flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Smack Down | Rock | Phys | 50 | 100 | 16 | 1 Foe | If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status. | |
| Rock Blast | Rock | Phys | 25 | 90 | 12 | Ball | 1 Foe | The user attacks 2 to 5 times in a row. |
| Meteor Beam | Rock | Spec | 120 | 90 | 12 | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. The user’s Sp. Atk stat is boosted by 1 stage on the turn this move is used. | |
| Power Gem | Rock | Spec | 80 | 100 | 20 | 1 Foe | A regular attacking move. | |
| Ancient Power | Rock | Spec | 60 | 100 | 8 | 1 Foe | Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage. | |
| Stealth Rock | Rock | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Stealth Rock status. | |
| Rock Polish | Rock | Stat | - | - | 20 | Self | Boosts the user’s Speed stat by 2 stages. | |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Summons a sandstorm for 5 turns. |
| Gunk Shot | Poison | Phys | 120 | 80 | 8 | Contact | 1 Foe | Has a 30% chance of poisoning the target. |
| Mortal Spin | Poison | Phys | 30 | 100 | 16 | Contact | All Foes | Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web, Stealth Rock, Spikes, and Toxic Spikes statuses from the user’s side. Poisons targets. |
| Sludge Wave | Poison | Spec | 95 | 100 | 12 | All | Has a 10% chance of poisoning targets. | |
| Sludge Bomb | Poison | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 30% chance of poisoning the target. |
| Venoshock | Poison | Spec | 65 | 100 | 12 | 1 Foe | This move's power is doubled if the target is poisoned or badly poisoned. | |
| Acid Spray | Poison | Spec | 40 | 100 | 20 | Ball | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. |
| Toxic Spikes | Poison | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Toxic Spikes status. | |
| Acid Armor | Poison | Stat | - | - | 20 | Self | Boosts the user’s Defense stat by 2 stages. | |
| Toxic | Poison | Stat | - | 90 | 12 | 1 Foe | Badly poisons the target. If the user is a Poison type, this move will never miss. | |
| Sand Tomb | Ground | Phys | 35 | 85 | 16 | 1 Foe | Gives the target the Bound status. | |
| Earth Power | Ground | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Mud Shot | Ground | Spec | 55 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Spikes | Ground | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Spikes status. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Confuse Ray | Ghost | Stat | - | 100 | 12 | 1 Foe | Confuses the target. | |
| Memento | Dark | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move. | |
| Flash Cannon | Steel | Spec | 80 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Boosts the user’s Defense stat by 2 stages. | |
| Dazzling Gleam | Fairy | Spec | 80 | 100 | 12 | All Foes | A regular attacking move. |