Last updated: 2026-09-14

Related Pokemon
A lead-style rain setter with Drizzle is nearly mandatory. It commonly uses Damp Rock to extend rain to 8 turns while attacking with accurate Hurricane, U-turn, Ice Beam, and Surf, with natures split between Relaxed and Modest.
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-6 (2026-09-14)
Moves
Item
Nature
AP Spreads
Rain Tailwind Lead
Slow U-turn brings in back-row aces safely.
Pelipper
| HP | 167 | 32 | |
|---|---|---|---|
| Atk | 70 | - | |
| Def↑ | 167 | 32 | |
| SpA | 115 | - | |
| SpD | 92 | 2 | |
| Spe↓ | 76 | - |
the ability Drizzle with あめ状態 and A setup Pelipper build that uses a slow U-turn to bring a rain sweeper safely into battle.
Damp Rock extends the rain's duration, while its rain-boosted STAB moves let it pressure opponents itself.
Boosting Water move power is viable
Surf can be replaced by the more powerful Hydro Pump or Weather Ball as well.Hydro Pump has accuracy issues; Weather Ball changes type outside rain each have drawbacks, so compare their advantages and disadvantages before choosing.
Damp Rock extends the rain's duration, then it uses a slow U-turn with the rain still active, safely bringing in the sweeper.Besides providing support, it can also use あめ状態-boosted STAB moves to pressure switch-ins and use its solid Defense to act as a physical wall.
Attackers That Benefit from Rain
Pelipper pairs well with rain sweepers that can take advantage of its greatest strength, Drizzle.U-turn to bring in the rain sweeper, then finish the battle before the rain expires.
Example Synergy Pokémon
Pokémon That Use Electric-Type Moves
Pelipper has a 4× weakness to Electric-type moves, which can deal fatal damage. Pairing it with Mega Swampert or Archaludon is recommended, as they take half damage or less from Electric-type moves.
Example Threats
Watch out for Pokémon with weather-setting Abilities
Pelipper's basic strategy revolves around taking advantage of rain.Be careful, as an opposing Pokémon with a weather-setting Ability can change the weather when it enters battle.Pelipper itself is not at a disadvantage against Mega Charizard Y or Hippowdon, so adjust the order in which you bring out your Pokémon to handle them.
Example Pokémon to Watch Out For
Doubles CS Sash
Rain attacks with Hurricane + Tailwind in Doubles.
Pelipper
| HP | 137 | 2 | |
|---|---|---|---|
| Atk↓ | 63 | - | |
| Def | 120 | - | |
| SpA↑ | 161 | 32 | |
| SpD | 90 | - | |
| Spe | 117 | 32 |
With heavy EVs in Sp.Atk and Speed,
Focus Sash with Special attacker and support build designed to secure turns Pelipper. Its Ability Drizzle changes the weather to あめ状態, then sets up Tailwind so its allies can move before the opposing side.
Muddy Water and Wide Guard are also recommended
Muddy Water or Wide Guard are also recommended. Muddy Water hits all opponents and may also lower their accuracy. Wide Guard can protect against powerful spread moves in Double Battles.
Damp Rock is also recommended
For the held item,
Damp Rock is also recommended. When holding Damp Rock, the weather created by its Ability Drizzle via あめ状態 lasts for eight turns.
the weather to あめ状態, while using Tailwind to control Speed and create a favorable position. In rain, it can deal heavy damage with Weather Ball and the perfectly accurate Hurricane, allowing it to keep contributing after its support work is done, while it can chip down opponents as a special attacker itself.
Pokémon whose moves or Abilities are boosted by rain
あめ状態 pairs well with Pokémon whose moves or Abilities are boosted by it. Mega Swampert and Basculegion gain stronger Water-type moves in rain, and their Ability Swift Swim doubles their Speed. Archaludon is another good partner because, in rain, it can use Electro Shot 溜め状態 without suffering its drawback.
Example Good Partners
Pokémon that change the weather away from rain
the weather to あめ状態 gives it trouble. Without rain, Weather Ball is no longer a same-type Water move, and Hurricane becomes less accurate. If the weather is changed, switch Pelipper out and retaliate with an ally's move.
Example Threats
Type
Category
Target
Properties
53 / 53
| 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. |
| 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. |
| Quick Attack | Normal | Phys | 40 | 100 | 20 | Contact | 1 Foe | Always strikes first. (Priority +1) |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Uproar | Normal | Spec | 90 | 100 | 12 | Sound | Random Foe | The user gains the Uproar status. |
| 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. |
| 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. |
| Spit Up | Normal | Spec | - | 100 | 12 | 1 Foe | The higher the user’s Stockpiling level, the greater this move’s power (ranging between 100 and 300). This move fails unless the user has the Stockpiling status. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Swallow | Normal | Stat | - | - | 12 | Self | The higher the user’s Stockpiling level, the more HP the user restores. Level 1: 1/4 of the user’s max HP is restored. Level 2: 1/2 of the user’s max HP is restored. Level 3: The user’s HP is fully restored. This move fails unless the user has the Stockpiling status. | |
| Stockpile | Normal | Stat | - | - | 20 | Self | Boosts the user’s Defense and Sp. Def stats by 1 stage. Raises the user’s Stockpiling level by 1. Can be used up to 3 times. | |
| 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. | |
| Seed Bomb | Grass | Phys | 80 | 100 | 16 | Ball | 1 Foe | An ordinary attacking move. |
| Liquidation | Water | Phys | 85 | 100 | 12 | Contact | 1 Foe | Has a 20% chance of lowering the target’s Defense stat by 1 stage. |
| Waterfall | Water | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| 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. | |
| Soak | Water | Stat | - | 100 | 20 | 1 Foe | Changes the target’s type to Water. | |
| 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. | |
| 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. |
| Fly | Flying | Phys | 90 | 95 | 16 | Contact | 1 Foe | The user gains the Sky-High status on the turn this move is used, then attacks on the following turn. |
| 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. |
| Dual Wingbeat | Flying | Phys | 40 | 90 | 12 | Contact | 1 Foe | The user attacks twice in a row. |
| 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. |
| Tailwind | Flying | Stat | - | - | 16 | Wind | Ally Side | Gives the user’s side the Tailwind status for 4 turns. |
| 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. |
| Wide Guard | Rock | Stat | - | - | 12 | Ally Side | During the turn this move is used, the user protects its side from moves that target all allies. | |
| Gunk Shot | Poison | Phys | 120 | 80 | 8 | Contact | 1 Foe | Has a 30% chance of poisoning the target. |
| 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. |
| Snowscape | Ice | Stat | - | - | 8 | Whole Field | Summons snow for 5 turns. | |
| 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. |
| Thief | Dark | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not already holding an item, it steals the target’s 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. | |
| Steel Wing | Steel | Phys | 70 | 90 | 20 | Contact | 1 Foe | Has a 10% chance of boosting the user’s Defense stat by 1 stage. |