Wigglytuff might be the most fun Pokemon in the game, and she has a pretty high skill cap. I tanked my winrate while learning her, but my last few games have been absolute massacres.
You want to take Dazzling Gleam and Rollout. I think the other two moves (Double Slap and Sing) are traps.
Dazzling Gleam does a surprising amount of burst damage, but only if you hit the second hit! Make sure the manually target this to where your enemies are GOING to be. Double Slap is more effective early and is easier to hit with, but falls off in the late game. It scales by getting more slaps, but since each slap’s damage is reduced by defense and defense scales up as the game goes on, it seems to fall off pretty hard.
Rollout is a knockup and defense and escape and damage and it might be the best move in the game. You stay in Rollout for a set amount of time, but that time resets whenever you hit a wall. Hitting walls also resets your Dazzling Gleam cooldown so she can do a surprising amount of damage in a very short time. The simple “combo” is to start with Dazzling Gleam, then rollout into an enemy while hitting a wall (bonus points if you can bounce back into them) and then Dazzling Gleam them again. Mix in a few auto attacks in there, because her autos “spin” Pokemon around which is sort of like a ministun. If they have the audacity to attack back, they’ll also get charmed for a bit which is even more stun.
There are a decent number of “hallways” on the map, and hallways are your best friend with Wigglytuff. If you angle precisely you can pinball back and forth 7+ times. This is INSANE. I’ve literally killed opposing Pokemon from full health in ONE use of Rollout. And if the hallway is tight enough, they will be chain stunned the entire time and unable to make any sort of counter-play. The more opposing Pokemon are present, the better it becomes.
Both bot and top lane have sets of parallel walls that are great for this (the bottom walls and the rocks above Dreadnaw are even better for this since they’re tighter). The hallways into the center of the map are also perfect. You can hide in a bush, wait for opposing Pokemon to pass you, and then decimate them. Be patient! You don’t want to take the first Rollout available to you, you want to get a perfect Rollout. Take a little more timing aiming and waiting for the enemies to line up perfectly.
It also works great in the Zapdos pit – I’ve stolen Zapdos with a well-timed rollout that bounced 4 times in the pit, knocked up the entire enemy team up and did enough damage to finish Zapdos off.
When retreating, wait for the chasing Pokemon to catch up with you, and THEN use Rollout to get away. You want to hit them with the knockup while simultaneously getting as far away as possible. Rollout has a shield, so you can survive longer than you think you can. Even if there are no hallways, try to hit a wall at a shallow angle near the end of the move, as this will effectively double the distance that rollout travels.
Oh also it’s VERY important to know that you can cancel Rollout by pressing the button again while it’s active. It has some input lag on it so you need to do it a bit presciently to get the best results. If you don’t do this, you can end up miles away from a fight when you hit a bad angle and pinball to an entirely different part of the map.
EDIT: forgot to talk about Sing. It’s not a bad move, but Rollout it ain’t.