Last updated: 2026-06-18

Related Pokemon
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The #4 most-used Pokemon in singles. Used as a Stealth Rock/Yawn lead setter or a Rain Dance Swift Swim attacker, with Earthquake (92.5%), Wave Crash (74.8%), Ice Punch (72.5%), and Flip Turn (69.3%) as staples. Swampertite (76.9%) is the mainstream item, and Adamant (58%) is the most common nature.
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: シーズンM-3 (2026-06-18)
Moves
Item
Ability
Nature
AP Spreads
Stealth Rock + Yawn Hazard Setter
A build that sets up hazards with Stealth Rock and Yawn, then supports its teammates with Flip Turn
Swampert
| HP | 207 | 32 | |
|---|---|---|---|
| Atk | 130 | - | |
| Def↑ | 156 | 32 | |
| SpA | 105 | - | |
| SpD | 112 | 2 | |
| Spe↓ | 72 | - |
Max HP/Def EVs,
Leftovers to secure turns while building up the field — a physically defensive hazard-setter Swampert.Yawn to force the opponent to switch, Stealth Rock to stack up chip damage, setting up a favorable field to support its allies.
Running Roar is also recommended
Protect instead, you can force the opponent to switch outRoar is also a recommended option.Substitute, giving you an edge against opponents who try to counter it.
Using its high physical bulk as a shield, Yawn and Protect to reliably put the opponent to sleep or force a switch — its role is a supporter. With a Nature that lowers Speed to move last, Flip Turn using deploying the next ace safely after tanking the opponent's attack — strong playstyle.
Weak to Grass-type Pokémon
Swampert has a 4x weakness to Grass, so it may be knocked out in one hit before it can set up hazards.Switch to a Pokémon that covers its weaknesses, such as a Fire- or Steel-type, to deal with it.
Example Threats
Rain Dance Swift Swim Attacker
a rain ace build that sets up rain itself to leverage its ability
Mega Swampert
| HP | 177 | 2 | |
|---|---|---|---|
| Atk↑ | 222 | 32 | |
| Def | 130 | - | |
| SpA↓ | 103 | - | |
| SpD | 130 | - | |
| Spe | 122 | 32 |
Max Atk/Spe EVs, あめ状態 the ability that doubles Speed, Swift Swim is a physical attacker build of Mega Swampert that leverages it.Rain Dance to double its Speed, and overwhelming from above with powerful Water moves boosted by rain and broad coverage — its composition.
Waterfall is also recommended
Wave Crash slot, Waterfall is also recommended. It has no recoil damage and an added flinch effect, so customize it to suit your team.
Using the stat boosts from Mega Evolution as a shield, Rain Dance is used to break down the opponent's board with high physical firepower as its main role. Broadening coverage with subweapons like Ice moves, forcing high-power moves from its boosted action speed to aim for a sweep — its role.
Recommended for rain teams
Example Pokémon recommended for rain teams
Mega Swampert is recommended as the ace of a rain team.the ability Drizzle, Mega Swampert can Rain Dance without giving the opponent an opening. Basculegion and Archaludon also pair well as attackers after Mega Swampert is knocked out. What is a rain team?
Weak to Grass types and Sunny Day conditions
Grass types are troublesome since they hit a 4x weakness. Also, にほんばれ状態 halves Water-move damage, and the ability Swift Swim does not activate.When facing a Grass type or when the weather is Sunny Day, don't force it to stay in; instead switch to a Pokémon in reserve.
Example Threats
Doubles-oriented physical attacker
A Double Battle build that uses powerful Water moves, with Speed doubling while the weather is rain
Mega Swampert
| HP | 177 | 2 | |
|---|---|---|---|
| Atk↑ | 222 | 32 | |
| Def | 130 | - | |
| SpA↓ | 103 | - | |
| SpD | 130 | - | |
| Spe | 122 | 32 |
With Atk/Spe EVs, and the ability Swift Swim via An ace build that leverages its rising Speed to land physical moves from above Mega Swampert build. The Nature いじっぱり boosts its power, and あめ状態, it pressures opponents heavily with physical Water moves boosted by it.
"Waterfall" and "Rock Slide" are also recommended
Waterfall or Rock Slide has a secondary effect that may cause flinching, so the ability Swift Swim pairs well with Mega Swampert, whose Speed rises through it. Also, adopting Rock Slide, にほんばれ状態 can deal heavy damage to Mega Charizard Y as well.
the weather to あめ状態 by lining it up with an ally that sets, the ace role of dominating the opponent's board with its high Attack. Adopting the powerful spread move in Double Battles, Earthquake, while also weaving in single-target moves that don't hit allies and Protect into the mix, it can play flexibly.
Weak to Grass Types and Harsh Sunlight
Grass types are troublesome because they hit a 4x weakness. Also, にほんばれ状態, Water-type moves deal half damage, and on top of that the ability Swift Swim does not activate. When facing Grass types or when the weather is Harsh Sunlight, Protect or switching, counterattack with a teammate's moves.
Example Threats
Type
Category
Target
Properties
77 / 77
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | On the turn after using this move, the user must recharge. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes recoil damage equal to 1/3 of the damage dealt. |
| 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. Against a target in the Minimize state, the power is doubled and the move always hits. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | Power is doubled if the user is poisoned, badly poisoned, paralyzed, or burned. The halving of physical damage from being burned is ignored. |
| Endeavor | Normal | Phys | - | 100 | 8 | Contact | 1 Foe | Deals damage equal to the target's remaining HP minus the user's remaining HP. Fails if the target's HP is less than or equal to the user's HP. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | On the turn after it is used, the user must recharge and cannot move. | |
| Uproar | Normal | Spec | 90 | 100 | 12 | Sound | Random Foe | Puts the user into an uproar state. |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | When multiple Pokémon use this move in the same turn, the Pokémon after the first one to use it act immediately after the first user. The power is doubled for the second and subsequent users. |
| Weather Ball | Normal | Spec | 50 | 100 | 12 | Ball | 1 Foe | If the weather has changed, this move's power doubles and its type changes accordingly. Harsh sunlight: Fire; rain: Water; snow: Ice; sandstorm: Rock. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can only be used while the user is asleep. Has a 30% chance of making the target flinch. |
| Yawn | Normal | Stat | - | - | 12 | 1 Foe | Puts the target into the Drowsy condition. Always hits the target. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | During the turn it is used, raises the power of an ally's move to 1.5 times. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only while the user is asleep. Uses one of the other moves the user knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn it is used, if the user takes damage from a move that would cause it to faint, it endures with 1 HP remaining. This move's success rate becomes 1/3 of the previous time's if used in succession. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target's Speed by 2 stages. | |
| Protect | Normal | Stat | - | - | 8 | Self | Protects the user from the opponent's moves during the turn it is used. If used in succession, its success rate becomes 1/3 of the previous use. | |
| Substitute | Normal | Stat | - | - | 12 | Self | Reduces the user's HP by 1/4 of its max HP to create a substitute. The substitute takes hits in the user's place. It disappears after taking damage equal to 1/4 of the user's max HP. | |
| Screech | Normal | Stat | - | 85 | 20 | Sound | 1 Foe | Lowers the target's Defense by two stages. |
| Roar | Normal | Stat | - | - | 20 | Sound | 1 Foe | If the target has Pokémon in reserve, forces the target to switch to a random one. |
| Wave Crash | Water | Phys | 120 | 100 | 12 | Contact | 1 Foe | The user takes recoil damage equal to 1/3 of the damage dealt. |
| Liquidation | Water | Phys | 85 | 100 | 12 | Contact | 1 Foe | Has a 20% chance to lower the target's Defense by 1 stage. |
| Dive | Water | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user dives underwater (semi-invulnerable state) on the turn it is used, then attacks on the next turn. |
| Waterfall | Water | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance to make the target flinch. |
| Flip Turn | Water | Phys | 60 | 100 | 20 | Contact | 1 Foe | After attacking, the user switches out with another Pokemon in the party. |
| Hydro Cannon | Water | Spec | 150 | 90 | 8 | 1 Foe | The user must recharge on the next turn after using this move. | |
| 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 to lower the target's accuracy by 1 stage. | |
| Surf | Water | Spec | 90 | 100 | 16 | All | Power is doubled against a target that is underwater (in the Dive state). | |
| 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 by 1 stage. | |
| Whirlpool | Water | Spec | 35 | 85 | 16 | 1 Foe | Puts the target into a bound state. Against a target that is underwater (Diving), this move's power doubles. | |
| Aqua Ring | Water | Stat | - | - | 20 | Self | The user enters the Aqua Ring condition. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Makes it rain for 5 turns. | |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | Attacks with a heightened critical-hit chance (critical-hit stage +1). | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance to make the target flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target's Speed by 1 stage. | |
| Smack Down | Rock | Phys | 50 | 100 | 16 | 1 Foe | Knocks down a target that is not on the ground, grounding it. Also hits targets that are airborne. | |
| Ancient Power | Rock | Spec | 60 | 100 | 8 | 1 Foe | Has a 10% chance of raising each of the user's Attack, Defense, Sp. Atk, Sp. Def, and Speed by 1 stage. | |
| Wide Guard | Rock | Stat | - | - | 12 | Ally Side | Protects all of the user's allies from moves that hit multiple targets during the turn it is used. | |
| Stealth Rock | Rock | Stat | - | - | 20 | Foe's Side | Puts the target's side into a Stealth Rock state. | |
| Poison Jab | Poison | Phys | 80 | 100 | 20 | Contact | 1 Foe | Has a 30% chance of poisoning the target. |
| Sludge Wave | Poison | Spec | 95 | 100 | 12 | All | Has a 10% chance of poisoning the target. | |
| Sludge Bomb | Poison | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 30% chance of poisoning the target. |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | Deals double damage to targets in the semi-invulnerable underground state (e.g., from Dig). When Grassy Terrain is active, this move's power is halved. | |
| High Horsepower | Ground | Phys | 95 | 95 | 12 | Contact | 1 Foe | An ordinary attacking move with no additional effect. |
| Dig | Ground | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user digs underground on the first turn and attacks on the next turn. |
| Stomping Tantrum | Ground | Phys | 75 | 100 | 12 | Contact | 1 Foe | This move's power is doubled if the user couldn't move, missed, or failed with its move on the previous turn. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers the target's Speed by 1 stage. When Grassy Terrain is active, this move's power is halved. | |
| Sand Tomb | Ground | Phys | 35 | 85 | 16 | 1 Foe | Leaves the target bound (Bind status). | |
| Earth Power | Ground | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance to lower the target's Sp. Def by 1 stage. | |
| Mud Shot | Ground | Spec | 55 | 95 | 16 | 1 Foe | Lowers the target's Speed by 1 stage. | |
| Mud-Slap | Ground | Spec | 20 | 100 | 12 | 1 Foe | Lowers the target's accuracy by 1 stage. | |
| Ice Punch | Ice | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance to leave the target frozen. |
| Avalanche | Ice | Phys | 60 | 100 | 12 | Contact | 1 Foe | If the user has taken move damage from the target during the turn this move is used, its power is doubled. |
| Blizzard | Ice | Spec | 110 | 70 | 8 | Wind | All Foes | Has a 10% chance of leaving the target frozen. During snow, it cannot miss the target. |
| Ice Beam | Ice | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance to freeze the target. | |
| Icy Wind | Ice | Spec | 55 | 95 | 16 | Wind | All Foes | Lowers the target's Speed by 1 stage. |
| Focus Punch | Fighting | Phys | 150 | 100 | 20 | ContactPunch | 1 Foe | Fails if the user takes damage from the target's move before using this move on that turn. |
| Superpower | Fighting | Phys | 120 | 100 | 8 | Contact | 1 Foe | Lowers the user's Attack and Defense by 1 stage each. |
| Hammer Arm | Fighting | Phys | 100 | 90 | 12 | ContactPunch | 1 Foe | Lowers the user's Speed by 1 stage. |
| Body Press | Fighting | Phys | 80 | 100 | 12 | Contact | 1 Foe | This move calculates damage using the user's Defense stat instead of its Attack stat. |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes Light Screen, Reflect, and Aurora Veil from the target's side before attacking. |
| Counter | Fighting | Phys | - | 100 | 20 | Contact | Special | Returns double the damage taken from a physical move used by the opponent on the same turn. |
| Low Kick | Fighting | Phys | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the higher the power. Power ranges from 20 to 120. |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target's Sp. Def by 1 stage. |
| Bulk Up | Fighting | Stat | - | - | 20 | Self | Raises the user's Attack and Defense by 1 stage each. | |
| Mirror Coat | Psychic | Spec | - | 100 | 20 | Special | Returns double the damage taken from a special move the user was hit by during the turn it is used. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user's HP and cures its status conditions. The user falls asleep for 2 turns. Fails if the user's HP is already full. | |
| Amnesia | Psychic | Stat | - | - | 20 | Self | Raises the user's Sp. Def by 2 stages. | |
| Curse | Ghost | Stat | - | - | 12 | Special | If the user is a Ghost type, it reduces its own HP by 1/2 of its max HP and puts the target into the Curse state. If the user is not a Ghost type, it lowers its own Speed by 1 stage and raises its Attack and Defense by 1 stage each. | |
| Outrage | Dragon | Phys | 120 | 100 | 12 | Contact | Random Foe | The user becomes locked into rampaging. |
| Knock Off | Dark | Phys | 65 | 100 | 20 | Contact | 1 Foe | If the target is holding an item, the power is increased to 1.5x. Causes the target to lose its held item. |
| 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 | The power and effect change depending on the held item. The item is consumed when this move is used. | |
| Iron Tail | Steel | Phys | 100 | 75 | 16 | Contact | 1 Foe | Has a 30% chance to lower the target's Defense by 1 stage. |
| Hard Press | Steel | Phys | - | 100 | 12 | Contact | 1 Foe | The more HP the target has left, the greater the power. Power ranges from 1 to 100. |