Last updated: 2026-07-27

Related Pokemon
Boosts the power of the Pokémon’s pulse moves by 50%. Heal Pulse restores 3/4 of max HP.
A mid-tier pick in Singles. The Mega Stone is all but locked in, and the standard set is a setup ace: mostly Modest, firing Aura Sphere, Dark Pulse, and Water Pulse boosted by Mega Launcher while gaining sweeping power through Shell Smash.
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
Shell Smash Ace
Shell Smash + Mega Launcher-boosted pulse moves to sweep.
Mega Blastoise
| HP | 186 | 32 | |
|---|---|---|---|
| Atk↓ | 110 | - | |
| Def | 140 | - | |
| SpA↑ | 198 | 25 | |
| SpD | 135 | - | |
| Spe | 107 | 9 |
Combining its post-Mega ability boost to Pulse moves with stat-boosting setup, Setup Special Ace Build. Use its bulk to find setup turns and rotate among multiple special-typed moves.
Aura Sphere broadens coverage on weaknesses
Aura Sphere is also a Pulse move, so Mega Launcherit gets the boost. Worth considering for coverage vs. Normal, Dark, and Steel.
Shielding behind solid bulk to boost stats, a role of sweeping with boosted Sp.Atk and Speed. With multiple non-Water Pulse moves, it keeps coverage even vs. main-weapon resists.
Weak to bulky Pokémon with super-effective coverage
It struggles vs. Pokémon with high Sp.Def and super-effective coverage. Especially bulky Grass-type attackers — so Ice Beamhaving counters in your team is an option.
Example Threats
Physical Shell Smash
Shell Smash for sweep — physical version.
Blastoise
| HP | 155 | 1 | |
|---|---|---|---|
| Atk↑ | 148 | 32 | |
| Def | 121 | 1 | |
| SpA↓ | 94 | - | |
| SpD | 125 | - | |
| Spe | 130 | 32 |
Max Atk/Spe, Shell Smashwith Shell Smash drastically raising attack — Blastoise physical setup ace. Lowered bulk via
White Herbrestored, high-power physical Water + great subweapons destroy opponent team.
On favorable matchups, set up to flip Speed; Wave Crashrecoil and opponent attacks trigger ability Torrentto sweep as main role. Water-synergizing Ice Punchor Earthquakeare used interchangeably, hard-to-stop coverage forcefully pressures and KO opponents role.
Generally Mega Evolution recommended
White Herb advantage exists but special Mega Blastoise is generally better. Mega ability raises power and base bulk is higher. Even without support, Shell Smasheasy to use and breakthrough power is high. Mega Blastoise build guide and counters
Water Spout for Doubles
Shell Smash + Water Spout spread in Doubles.
Mega Blastoise
| HP | 155 | 1 | |
|---|---|---|---|
| Atk↓ | 110 | - | |
| Def | 141 | 1 | |
| SpA↑ | 205 | 32 | |
| SpD | 135 | - | |
| Spe | 130 | 32 |
Invests heavily in Sp. Atk and Speed, Special attacker build that uses Shell Smash to greatly raise stats and fight Mega Blastoise. Creates an opening for setup with ally support, and from boosted Speed, max-power Water Spout spams.
Aura Sphere or Fake Out are also recommended
Aura Sphere or Fake Out are also recommended. Running Aura Sphere lets it hit the weaknesses of Pokémon like Archaludon that resist Water-type moves. Also, when running Fake Out, Tailwind or Sleep Powder synergize well with Pokémon that learn powerful status moves like these.
While receiving ally support, Uses Shell Smash to sweep the board from above with high-power AoE moves ace role. Even when HP is chipped by opponent attacks, the Ability Mega Launcher powered up via Dark Pulse enables a playstyle that continuously pressures opponents.
Struggles against Grass-types and Sun
It struggles against Grass types, since they resist its Water-type moves and exploit its weaknesses. It is also weak in harsh sunlight, where Water-type moves are halved and the weakness Solar Beam gets used without charging.Protect or ally's Rain Dance use as a counter.
Example Threats
Type
Category
Target
Properties
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| 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. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Mega Kick | Normal | Phys | 120 | 75 | 8 | Contact | 1 Foe | An ordinary attacking move. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| 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. |
| Fake Out | Normal | Phys | 40 | 100 | 12 | Contact | 1 Foe | Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle. |
| Flail | Normal | Phys | - | 100 | 16 | Contact | 1 Foe | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Terrain Pulse | Normal | Spec | 50 | 100 | 12 | Pulse | 1 Foe | This move’s power is doubled if the user is under the effect of a terrain. This move’s type depends on the terrain. |
| Weather Ball | Normal | Spec | 50 | 100 | 12 | Ball | 1 Foe | When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Shell Smash | Normal | Stat | - | - | 16 | Self | Lowers the user’s Defense and Sp. Def stats by 1 stage and boosts its Attack, Sp. Atk, and Speed stats by 2 stages. | |
| Yawn | Normal | Stat | - | - | 12 | 1 Foe | Makes the target drowsy. This move never misses. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn 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. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Speed stat by 2 stages. | |
| 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. | |
| Roar | Normal | Stat | - | - | 20 | Sound | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Wave Crash | Water | Phys | 120 | 100 | 12 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Aqua Tail | Water | Phys | 90 | 90 | 12 | Contact | 1 Foe | An ordinary attacking move with no additional effect. |
| Liquidation | Water | Phys | 85 | 100 | 12 | Contact | 1 Foe | Has a 20% chance of lowering the target’s Defense stat by 1 stage. |
| Dive | Water | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user gains the Submerged status on the turn this move is used, then attacks on the following turn. |
| Waterfall | Water | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| 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) |
| Water Spout | Water | Spec | 150 | 100 | 8 | All Foes | The less HP the user has left, the lower this move’s power (ranging between 1 and 150). | |
| 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. | |
| Muddy Water | Water | Spec | 90 | 85 | 12 | All Foes | Has a 30% chance of lowering targets’ accuracy by 1 stage. | |
| 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. | |
| Life Dew | Water | Stat | - | - | 12 | All Allies | Restores 1/4 of the max HP of the user and its allies. | |
| Aqua Ring | Water | Stat | - | - | 20 | Self | The user gains the Aqua Ring status. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| 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. | |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| Dig | Ground | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user gains the Underground status on the turn this move is used, then attacks on the following turn. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Mud Shot | Ground | Spec | 55 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Ice Spinner | Ice | Phys | 80 | 100 | 16 | Contact | 1 Foe | Removes any terrain. |
| Ice Punch | Ice | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of freezing the target. |
| Avalanche | Ice | Phys | 60 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn. |
| Blizzard | Ice | Spec | 110 | 70 | 8 | Wind | All Foes | Has a 10% chance of freezing targets. This move never misses in snow. |
| Ice Beam | Ice | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of freezing the target. | |
| Icy Wind | Ice | Spec | 55 | 95 | 16 | Wind | All Foes | Lowers targets’ Speed stats by 1 stage. |
| Haze | Ice | Stat | - | - | 20 | Whole Field | Eliminates every stat change on the entire field. | |
| Focus Punch | Fighting | Phys | 150 | 100 | 20 | ContactPunch | 1 Foe | This move fails if the user has already taken damage from a move in the same turn. |
| Body Press | Fighting | Phys | 80 | 100 | 12 | Contact | 1 Foe | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Aura Sphere | Fighting | Spec | 80 | - | 20 | BallPulse | 1 Foe | This move never misses. |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Mirror Coat | Psychic | Spec | - | 100 | 20 | Special | The user retaliates to deal double the damage it took from an opponent’s special move during the turn this move is used. | |
| 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. | |
| Outrage | Dragon | Phys | 120 | 100 | 12 | Contact | Random Foe | The user gains the Rampaging status. |
| Dragon Pulse | Dragon | Spec | 85 | 100 | 12 | Pulse | 1 Foe | An ordinary attacking move with no additional effect. |
| Crunch | Dark | Phys | 80 | 100 | 16 | ContactBite | 1 Foe | Has a 20% chance of lowering the target’s Defense stat by 1 stage. |
| Bite | Dark | Phys | 60 | 100 | 20 | ContactBite | 1 Foe | Has a 30% chance of making the target flinch. |
| 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. | |
| Dark Pulse | Dark | Spec | 80 | 100 | 16 | Pulse | 1 Foe | Has a 20% chance of making the target flinch. |
| Iron Tail | Steel | Phys | 100 | 75 | 16 | Contact | 1 Foe | Has a 30% chance of lowering the target’s Defense stat by 1 stage. |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Gyro Ball | Steel | Phys | - | 100 | 8 | ContactBall | 1 Foe | The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150). |
| 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. |