Last updated: 2026-07-27

Related Pokemon
Boosts the power of the Pokémon’s Water-type moves by 50% when its HP drops to 1/3 or less of its max.
Attacks landed on the Pokémon will never be critical hits.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Scarf Special Attacker
Scarf Speed + special pressure from above.
Samurott
| HP | 171 | 1 | |
|---|---|---|---|
| Atk↓ | 108 | - | |
| Def | 105 | - | |
| SpA | 160 | 32 | |
| SpD | 91 | 1 | |
| Spe↑ | 134 | 32 |
Choice ScarfSamurott build that holds this to reinforce mid-tier Speed and presses wide-coverage special moves from high Sp. Atk. With the Ability Torrent boosts Water move power, and Hits weaknesses from above to pressure opponent cycles — its composition.
Acts first against faster opponents, and Hydro Pump handles opponents with high-power moves and a rich pool of secondary moves.
Choice Scarf locks moves via this, so Hits and runs while creating favorable matchups — core gameplay.
Bulky Black Glasses
an attacker build that boosts the powerful Dark moves Ceaseless Edge and Sucker Punch with Black Glasses
Hisuian Samurott
| HP | 179 | 14 | |
|---|---|---|---|
| Atk↑ | 176 | 32 | |
| Def | 100 | - | |
| SpA↓ | 108 | - | |
| SpD | 95 | 10 | |
| Spe | 115 | 10 |
With EVs focused on HP and Atk, the ability Sharpness and
Black Glasses forces high-power Dark moves onto opponents — a physical attacker build for Hisuian Samurott. Its signature move Ceaseless Edge attacks while setting up Spikes, and trades blows in face-offs while also supporting teammates that follow — its composition.
EV Allocation Intent
Status moves are also an option
Razor Shell slot can be changed to Encore, which forces the opponent to repeat a move and creates an opening, or Swords Dance, which sharply raises power. Since coverage becomes narrower, customize it to suit the opponents you want to beat.
Signature MoveCeaseless Edge to apply pressure while Spikes is deployed — that is its main role. Once the opponent has been worn down, Sucker Punch to finish it off, or use the ability Sharpness-boosted wide array of subweapons to hit weaknesses, creating favorable matchups while disrupting the board — its role.
Pokémon that can hit weaknesses
Hisuian Samurott halves the attacks of hard-to-wall Basculegion and Mega Starmie while dealing fatal damage with powerful Dark moves.Also, the ability Stamina makes even hard-to-break Archaludon manageable, since it ignores stat changes, allowing Sacred Sword stable chip damage.
Example Favorable Matchups
Fairy- and Fighting-type Pokémon
Hisuian Samurott is at a disadvantage against Fairy- and Fighting-type Pokémon, which halve its Dark moves and hit its weaknesses. When facing them, you sometimes need to switch out rather than force a stay.
Example Threats
Face-Off Physical Attacker
A physical attacker build defined by high Attack from the ability Sharpness and Spike-setting via "Ceaseless Edge"
Hisuian Samurott
| HP | 197 | 32 | |
|---|---|---|---|
| Atk↑ | 176 | 32 | |
| Def | 101 | 1 | |
| SpA↓ | 108 | - | |
| SpD | 86 | 1 | |
| Spe | 105 | - |
With Bulk/Atk EVs, the ability Sharpnessthis is a face-off Hisuian Samurott that pressures opponents with slicing moves boosted by it. While taking hits, it heals HP with a Sitrus Berry to secure more turns to act — apply continuous pressure.
Customize to suit the opponents you want to beat
Since its STAB moves can hit many Pokémon, fine-tune it to suit the matchups your team struggles with. Besides Sacred Sword, which ignores stat changes, options such as the pivot move Flip Turn and moves that can knock off the opponent's held item, such as Knock Off come up as options.
Signature MoveCeaseless Edge deals damage while Spikesset up and It excels as a lead or face-off piece that also supports the teammates that follow.Against weakened opponents, Sucker Punch to trap them, and against opponents that raise Defense, Sacred Sword ignores stat changes to deal damage reliably.
Weak to type-disadvantaged matchups
Its bulk is not particularly high, so it struggles against opponents that hit its weaknesses. If there is a Pokémon that can OHKO it while outspeeding, prepare a switch-in.
Example Threats
Type
Category
Target
Properties
67 / 67
| 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. |
| 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. |
| 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. |
| Copycat | Normal | Stat | - | - | 20 | Self | The user mimics the move that was last used. This move fails if no other move has been used yet. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Encore | Normal | Stat | - | 100 | 8 | 1 Foe | Gives the target the Encore status. | |
| 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. | |
| Focus Energy | Normal | Stat | - | - | 20 | Self | The user gains a 2-stage Critical-Hit Ratio Boost. | |
| Screech | Normal | Stat | - | 85 | 20 | Sound | 1 Foe | Lowers the target’s Defense stat by 2 stages. |
| Swords Dance | Normal | Stat | - | - | 20 | Dance | Self | Boosts the user’s Attack stat by 2 stages. |
| Grass Knot | Grass | Spec | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| 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. |
| Razor Shell | Water | Phys | 75 | 95 | 12 | ContactCut | 1 Foe | Has a 50% chance of lowering the target’s Defense 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. | |
| Soak | Water | Stat | - | 100 | 20 | 1 Foe | Changes the target’s type to Water. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Megahorn | Bug | Phys | 120 | 85 | 12 | Contact | 1 Foe | An ordinary attacking move. |
| X-Scissor | Bug | Phys | 80 | 100 | 16 | ContactCut | 1 Foe | An ordinary attacking move. |
| Aerial Ace | Flying | Phys | 60 | - | 20 | ContactCut | 1 Foe | This move never misses. |
| Air Slash | Flying | Spec | 75 | 95 | 16 | Cut | 1 Foe | Has a 30% chance of making the target flinch. |
| Drill Run | Ground | Phys | 80 | 95 | 12 | Contact | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| 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. | |
| 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. |
| Snowscape | Ice | Stat | - | - | 8 | Whole Field | Summons snow for 5 turns. | |
| Superpower | Fighting | Phys | 120 | 100 | 8 | Contact | 1 Foe | Lowers the user’s Attack and Defense stats by 1 stage. |
| Sacred Sword | Fighting | Phys | 90 | 100 | 16 | ContactCut | 1 Foe | This move ignores the target’s stat changes when dealing damage. |
| 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. |
| Vacuum Wave | Fighting | Spec | 40 | 100 | 20 | 1 Foe | Always strikes first. (Priority +1) | |
| 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. | |
| Night Slash | Dark | Phys | 70 | 100 | 20 | ContactCut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| 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. |
| Assurance | Dark | Phys | 60 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the target has already taken damage during the turn this move is used. |
| 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. | |
| Taunt | Dark | Stat | - | 100 | 20 | 1 Foe | Gives the target the Taunted status. | |
| Iron Tail | Steel | Phys | 100 | 75 | 16 | Contact | 1 Foe | Has a 30% chance of lowering the target’s Defense stat by 1 stage. |
| Smart Strike | Steel | Phys | 70 | - | 12 | Contact | 1 Foe | This move never misses. |
| Throat Chop | Dark | Phys | 80 | 100 | 16 | Contact | 1 Foe | Gives the target the Throat Chopped status. |
| Lash Out | Dark | Phys | 75 | 100 | 8 | Contact | 1 Foe | This move’s power is doubled if the user’s stats were lowered during the turn this move is used. |
| Sucker Punch | Dark | Phys | 70 | 100 | 8 | Contact | 1 Foe | This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used. |
| Ceaseless Edge | Dark | Phys | 65 | 90 | 16 | ContactCut | 1 Foe | Gives the opponent’s side the Spikes status. |
| Dark Pulse | Dark | Spec | 80 | 100 | 16 | Pulse | 1 Foe | Has a 20% chance of making the target flinch. |
| Snarl | Dark | Spec | 55 | 95 | 16 | Sound | All Foes | Lowers targets’ Sp. Atk stats by 1 stage. |