Last updated: 2026-07-27

Related Pokemon
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
AS Sash
Focus Sash + Aqua Step Speed + Moxie sweep.
Quaquaval
| HP | 161 | 1 | |
|---|---|---|---|
| Atk | 172 | 32 | |
| Def | 100 | - | |
| SpA↓ | 94 | - | |
| SpD | 96 | 1 | |
| Spe↑ | 150 | 32 |
Focus Sash guarantees action; signature Aqua Step boosts Speed safely while sweeping — Quaquaval build. Max Atk/Spe + nature, raises physical attacker performance.
Subweapons are options
Ice Spinner is swappable. Triple Axel multi-hit pierces Sashes; Knock Off removes items.
Focus Sash tanks while Aqua Step flips Speed; combined with ability, raises Attack and Speed simultaneously whilesweeping as an ace. Broad coverage with Ice Spinner etc. and Aqua Jet priority give strong face-off performance.
Weak to bulky physical Pokémon
This Quaquaval sweeps via Speed boost but fights offensively, so bulky physical Pokémon are threats. Also, Intimidatereducing Attack via Intimidate etc. becomes setup fodder — be careful.
Example Threats
Type
Category
Target
Properties
59 / 59
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Last Resort | Normal | Phys | 140 | 100 | 8 | Contact | 1 Foe | This move fails unless the user has already used all the other moves it knows. |
| Mega Kick | Normal | Phys | 120 | 75 | 8 | Contact | 1 Foe | An ordinary attacking move. |
| 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. |
| Rapid Spin | Normal | Phys | 50 | 100 | 20 | Contact | 1 Foe | 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. Boosts the user’s Speed stat by 1 stage. |
| Double Hit | Normal | Phys | 35 | 90 | 12 | Contact | 1 Foe | The user attacks twice in a row. |
| Endeavor | Normal | Phys | - | 100 | 8 | Contact | 1 Foe | Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Psych Up | Normal | Stat | - | - | 12 | 1 Foe | The user copies the target’s stat changes. | |
| Encore | Normal | Stat | - | 100 | 8 | 1 Foe | Gives the target the Encore status. | |
| Baton Pass | Normal | Stat | - | - | 20 | Self | The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in. | |
| 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. | |
| Focus Energy | Normal | Stat | - | - | 20 | Self | The user gains a 2-stage Critical-Hit Ratio Boost. | |
| Swords Dance | Normal | Stat | - | - | 20 | Dance | Self | Boosts the user’s Attack stat by 2 stages. |
| Wave Crash | Water | Phys | 120 | 100 | 12 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Liquidation | Water | Phys | 85 | 100 | 12 | Contact | 1 Foe | Has a 20% chance of lowering the target’s Defense stat by 1 stage. |
| Aqua Step | Water | Phys | 80 | 100 | 12 | ContactDance | 1 Foe | Boosts the user’s Speed stat by 1 stage. |
| Aqua Cutter | Water | Phys | 70 | 100 | 20 | Cut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Flip Turn | Water | Phys | 60 | 100 | 20 | Contact | 1 Foe | After attacking, the user switches out of battle to be replaced by another party Pokémon. |
| Aqua Jet | Water | Phys | 40 | 100 | 20 | Contact | 1 Foe | Always goes first. (Priority +1) |
| Hydro Cannon | Water | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Hydro Pump | Water | Spec | 110 | 80 | 8 | 1 Foe | An ordinary attacking move. | |
| Surf | Water | Spec | 90 | 100 | 16 | All | This move’s power is doubled against targets that have the Submerged status. | |
| Water Pulse | Water | Spec | 60 | 100 | 20 | Pulse | 1 Foe | Has a 20% chance of confusing the target. |
| Chilling Water | Water | Spec | 50 | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 1 stage. | |
| Whirlpool | Water | Spec | 35 | 85 | 16 | 1 Foe | Gives the target the Bound status. This move’s power is doubled if the target has the Submerged status. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| U-turn | Bug | Phys | 70 | 100 | 20 | Contact | 1 Foe | After attacking, the user switches out of battle to be replaced by another party Pokémon. |
| Brave Bird | Flying | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Aerial Ace | Flying | Phys | 60 | - | 20 | ContactCut | 1 Foe | This move never misses. |
| Acrobatics | Flying | Phys | 55 | 100 | 16 | Contact | 1 Foe | This move’s power is doubled if the user isn’t holding an item. |
| Hurricane | Flying | Spec | 110 | 70 | 12 | Wind | 1 Foe | Has a 30% chance of confusing the target. This move never misses in rain. Its accuracy is 50% in harsh sunlight. It can hit a target that has the Sky-High status. |
| Air Slash | Flying | Spec | 75 | 95 | 16 | Cut | 1 Foe | Has a 30% chance of making the target flinch. |
| Air Cutter | Flying | Spec | 60 | 95 | 20 | CutWind | All Foes | This move has a 1-stage Critical-Hit Ratio Boost. |
| Roost | Flying | Stat | - | - | 8 | Self | Restores 1/2 of the user’s max HP. If the user is a Flying type, it will lose the Flying type for the turn. | |
| Feather Dance | Flying | Stat | - | 100 | 16 | Dance | 1 Foe | Lowers the target’s Attack stat by 2 stages. |
| Ice Spinner | Ice | Phys | 80 | 100 | 16 | Contact | 1 Foe | Removes any terrain. |
| Triple Axel | Ice | Phys | 20 | 90 | 12 | Contact | 1 Foe | The user attacks 3 times in a row—first with a power of 20, then with a power of 40, then with a power of 60. The attack ends if the user misses. |
| Icy Wind | Ice | Spec | 55 | 95 | 16 | Wind | All Foes | Lowers targets’ Speed stats by 1 stage. |
| Close Combat | Fighting | Phys | 120 | 100 | 8 | Contact | 1 Foe | Lowers the user’s Defense and Sp. Def stats by 1 stage. |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Upper Hand | Fighting | Phys | 65 | 100 | 16 | Contact | 1 Foe | Makes the target flinch. This move fails if the target isn’t about to use a priority move. |
| Low Sweep | Fighting | Phys | 65 | 100 | 20 | Contact | 1 Foe | Lowers the target’s Speed stat by 1 stage. |
| Reversal | Fighting | Phys | - | 100 | 16 | Contact | 1 Foe | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). |
| Counter | Fighting | Phys | - | 100 | 20 | Contact | Special | The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used. |
| Low Kick | Fighting | Phys | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Coaching | Fighting | Stat | - | - | 12 | Ally | Boosts allies’ Attack and Defense stats by 1 stage. | |
| Bulk Up | Fighting | Stat | - | - | 20 | Self | Boosts the user’s Attack and Defense stats by 1 stage. | |
| Detect | Fighting | 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. | |
| 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. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Speed stat by 2 stages. | |
| Knock Off | Dark | Phys | 65 | 100 | 20 | Contact | 1 Foe | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | |
| Taunt | Dark | Stat | - | 100 | 20 | 1 Foe | Gives the target the Taunted status. | |
| Misty Terrain | Fairy | Stat | - | - | 12 | Whole Field | Turns the entire field into Misty Terrain for 5 turns. |