Ground/Fighting Protosynthesis Sun Physical Guide

Great Tusk
VGC Guide

Great Tusk is the most well-rounded physical attacker on sun teams: Protosynthesis boosts 131 Attack to effective 170 in harsh sunlight, Rapid Spin removes hazards while raising Speed +1 in Gen 9. With 115 HP and 131 Defense, Great Tusk survives hits to continue outputting; Earthquake spread hits both opponents simultaneously, creating comprehensive physical pressure.

Rapid Spin: Speed Boost & Hazard Removal

Rapid Spin Gen 9 Enhancement

Generation 9 upgraded Rapid Spin: after using Rapid Spin, the user’s Speed rises by +1 in addition to clearing hazards. Great Tusk at base 87 Speed reaches +1 after spinning, combined with Protosynthesis activating in sunlight creates dual Speed and Attack boosts. After Rapid Spin, Great Tusk can outspeed many more opponents, dramatically improving its output tempo.

131
Base Attack / Base Defense
+1
Speed Boost After Spin
170
Protosynthesis Attack

Earthquake Spread: Ground/Fighting Dual STAB Pressure

Earthquake hits both opponents simultaneously in doubles with 0.75 spread modifier — still enormous damage at effective 170 Attack. Ground coverage hits Electric, Fire, Steel, and Poison types, making Great Tusk a core answer to Electric Terrain and sun teams alike. Close Combat adds Fighting STAB; Ice Punch covers Dragon, Flying, and Grass threats, leaving nearly no safe pivot into Great Tusk’s moveset.

EV Spreads

Booster Energy Sun Burst
Jolly
252 Atk / 4 Def / 252 Spe
Booster Energy activates Protosynthesis boosting Attack to 170. Jolly base 87 Speed reaches +1 Speed equivalent of 130 after Rapid Spin. In Koraidon sun teams, Protosynthesis activates automatically — swap to Life Orb; Booster Energy suits mixed teams ensuring the boost applies outside sun.
Item: Booster Energy
Assault Vest Bulk Attacker
Adamant
252 HP / 252 Atk / 4 Def
Assault Vest dramatically improves Great Tusk’s special bulk, enabling longer survival in sun to output more turns. Protosynthesis activates automatically in sun without needing Booster Energy; Adamant maximizes Attack. AV ensures Great Tusk isn’t easily KO’d by special moves during its sweep window.
Item: Assault Vest
Expert Belt Super-Effective
Jolly
252 Atk / 4 HP / 252 Spe
Expert Belt maximizes Earthquake and Ice Punch super-effective output, especially against Steel and Dragon targets. No HP cost suits sustained output needs; Rapid Spin Speed boost ensures more targets are outsped after hazard removal, creating efficient mid-game momentum.
Item: Expert Belt

Team Partners

Koraidon
Sun Protosynthesis Activator

Koraidon’s Orichalcum Pulse auto-activates Great Tusk’s Protosynthesis, freeing the item slot from Booster Energy. Great Tusk’s Earthquake spread eliminates Electric and Steel threats; Grass types that wall Koraidon can be handled by Great Tusk’s Ice Punch, creating strong mutual coverage.

Incineroar
Intimidate Protection

Incineroar’s Intimidate lowers opposing Attack, protecting Great Tusk during Rapid Spin turns. Parting Shot enables safe pivoting after hazard removal; together they create a smooth front-back rotation that maintains both offensive and defensive tempo.

Tornadus
Tailwind Speed Stacking

Tornadus’ Tailwind combined with Rapid Spin’s +1 Speed creates compounding Speed advantages for Great Tusk. Tailwind + Spin speed stacking means Great Tusk after both boosts can outspeed nearly every threat, maximizing Earthquake spread impact.

Flutter Mane
Special Attacker Dual Core

Flutter Mane’s Protosynthesis also activates in sunlight, creating a dual Protosynthesis core. Flutter Mane handles special targets that Great Tusk’s physical offense can’t break through easily; Great Tusk clears hazards to protect Flutter Mane’s entry.

How to Counter Great Tusk

Water ×2 Weakness

Water moves hit Ground-type Great Tusk for ×2 damage. Kyogre’s Origin Pulse spread or Surf threatens Great Tusk seriously. When sun is overridden by Kyogre’s rain, Great Tusk loses both Protosynthesis and faces Water weakness simultaneously — doubly vulnerable.

Grass ×2 Weakness (Ground)

Grass moves deal ×2 damage to Ground-type Great Tusk. Rillaboom’s Grassy Surge or spread Grass moves from Venusaur threaten Great Tusk directly. Grassy Terrain overrides sunlight while also countering Great Tusk — making it a multi-purpose counter to sun team structures.

Ice ×2 Weakness

Ice moves hit Great Tusk for ×2 damage from its Ground typing. Freeze-Dry or Blizzard spread can deal massive damage. High-speed Ice-type Pokémon can KO Great Tusk before its Rapid Spin Speed boost activates, removing the hazard removal utility entirely.

Fairy and Psychic vs Fighting

Fighting-type Great Tusk’s Fairy and Psychic weaknesses mean Flutter Mane or Cresselia can safely stand against its Close Combat. Psychic coverage in opponent’s team makes switching in Great Tusk’s fighting moves risky, requiring scouting for coverage moves.

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