Last updated: 2026-07-27

Related Pokemon
A top-tier ultra-fast special attacker. Its base 122 Speed lets it move first, and Protean gives every move it uses STAB, giving it excellent coverage. Attacker sets built around Focus Sash + Timid with Ice Beam, Dark Pulse, and Water Shuriken are standard, while Mega Evolution with Greninjite, Choice Scarf, and setup-support sets using Toxic Spikes and Spikes also appear.
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
Sash Toxic Spikes
Focus Sash + broad coverage and Toxic Spikes setup.
Greninja
| HP | 149 | 2 | |
|---|---|---|---|
| Atk↓ | 103 | - | |
| Def | 87 | - | |
| SpA | 155 | 32 | |
| SpD | 91 | - | |
| Spe↑ | 191 | 32 |
Specializes in Sp. Atk and Speed,
Focus SashGreninja special attacker / setup build that grants action assurance via this. Leveraging high Speed to alternate wide-coverage special moves, and after surviving with Focus Sash, the Ability Torrent uses Water moves with raised power to Pressures opponents significantly.
Swap secondary moves
Greninja has multiple secondary move candidates.
Focus Sash+Torrent can leverage Water Shuriken or moves serving as damage against Water-types Grass Knot etc. are available. To expand coverage, change the Ability to Protean to change its resistances and fight accordingly is also recommended.
Chips slower opponents with special moves, and just before being defeated or in unfavorable matchups, Toxic Spikes spreads to support backup as its role. Not only as an attacker, but Setup that imposes Poison pressure on opponent cycles also functions as such, enabling a versatile playstyle.
Greninja struggles in trades against Normal- and Steel-type bulky Pokémon that are hard to hit super-effectively. If you judge that 2 hits aren't enough to KO, consider switching out.
Example Threats
Focus Sash Special Attacker
Focus Sash + Protean morphs type for special attacks.
Greninja
| HP | 149 | 2 | |
|---|---|---|---|
| Atk↓ | 103 | - | |
| Def | 87 | - | |
| SpA | 155 | 32 | |
| SpD | 91 | - | |
| Spe↑ | 191 | 32 |
Leveraging its ability's type change, a special attacker firing broad-coverage moves with STAB. The item tanks one hit, then multi-hit priority secures KOs.
Sludge Wave for Fairy coverage is also an option
Grass KnotReplacing Sludge Wavewith the alternative secures Fairy coverage — one option.ProteanIt also benefits from making it STAB via ability.
Using its rich coverage to hit weaknesses, a role of reliably KOing face-off opponents from lead or revenge slot. Even against faster opponents, Water Shurikenit can deal minimum damage with it.
Greninja struggles vs. bulky Normal/Steel types it can't hit super-effectively. If 2 hits won't KO, consider switching while playing.
Example Threats
Lead
HP/Speed with Fling Electric Seed for guaranteed Speed control.
Greninja
| HP | 179 | 32 | |
|---|---|---|---|
| Atk↓ | 103 | - | |
| Def | 87 | - | |
| SpA | 125 | 2 | |
| SpD | 91 | - | |
| Spe↑ | 191 | 32 |
With HP/Spe EVs,
Light Ball Flingthrows for reliable Speed manipulation as hazard setter Greninja. Protean type change deflects opponent moves while deploying multiple hazards shaping board for team aces — composition.
Slight attack boost
Spikesas attack move, slight attack boost is viable.Ice BeamThis slot too — Dark Pulseor Sludge Waveand other-type swap candidates. Pick per team/meta.
From high Speed, Paralysisinflict status and use multiple hazards for chip damage to support team sweeps. After lowering opponent Speed, Ice Beamchip with it and leveraging ability flexible type changes keep it on the field — viable.
Hazard-resistant Pokémon
This Greninja uses hazards for setup. Ability Magic Bouncethat reflects them, or Mortal Spin clearing hazards prevents fulfilling role — be careful.
Example Threats
Pivot & Attacker
A build that leverages top-tier Speed to OHKO from above and use Flip Turn for pivot control.
Mega Greninja
| HP | 149 | 2 | |
|---|---|---|---|
| Atk | 145 | - | |
| Def | 97 | - | |
| SpA | 185 | 32 | |
| SpD↓ | 90 | - | |
| Spe↑ | 213 | 32 |
Leveraging high Speed for combining special attacks with pivot control — an attacker build. It deals damage with STAB Surf and Dark Pulse, and pivots to teammates with Flip Turn against unfavorable matchups.
U-turn is an option for hitting Grass types
Swap Flip Turn for U-turn to gain a Grass-type matchup and pivot utility. Protean can turn it into STAB as well.
Send it in as a lead or after a teammate faints to chip away with fast attacks. Use Flip Turn against switches or unfavorable matchups, supporting favorable plays for teammates — it works as a lubricant for the team.
Choice Scarf attackers and high-bulk special walls
Greninja struggles against Choice Scarf attackers and high-bulk special walls. With low bulk, being outsped greatly increases the risk of being KO'd before Protean changes its type. High-bulk special walls are also hard to finish off, so plan for teammates to handle them.
Example Threats
Type
Category
Target
Properties
64 / 64
| 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. |
| 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. | |
| 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. |
| 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. | |
| 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. | |
| Double Team | Normal | Stat | - | - | 16 | Self | Boosts the user’s evasiveness by 1 stage. | |
| Swords Dance | Normal | Stat | - | - | 20 | Dance | Self | Boosts the user’s Attack stat by 2 stages. |
| Trailblaze | Grass | Phys | 50 | 100 | 20 | Contact | 1 Foe | Boosts the user’s Speed stat by 1 stage. |
| Grass Knot | Grass | Spec | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| 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. |
| 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. | |
| Water Shuriken | Water | Spec | 15 | 100 | 20 | 1 Foe | The user attacks 2 to 5 times in a row. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Skitter Smack | Bug | Phys | 70 | 90 | 12 | Contact | 1 Foe | Lowers the target’s Sp. Atk stat by 1 stage. |
| 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. |
| Bounce | Flying | Phys | 85 | 85 | 8 | Contact | 1 Foe | The user gains the Sky-High status on the turn this move is used, then attacks on the following turn. This move has a 30% chance of paralyzing the target. |
| 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. |
| 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. | |
| Gunk Shot | Poison | Phys | 120 | 80 | 8 | 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 targets. | |
| Toxic Spikes | Poison | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Toxic Spikes status. | |
| 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. |
| Mud Shot | Ground | Spec | 55 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Mud-Slap | Ground | Spec | 20 | 100 | 12 | 1 Foe | Lowers the target's accuracy by 1 stage. | |
| Spikes | Ground | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Spikes status. | |
| Ice Punch | Ice | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of freezing 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. | |
| Haze | Ice | Stat | - | - | 20 | Whole Field | Eliminates every stat change on the entire field. | |
| 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. |
| 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). |
| Extrasensory | Psychic | Spec | 80 | 100 | 20 | 1 Foe | Has a 10% chance of making the target flinch. | |
| Role Play | Psychic | Stat | - | - | 12 | 1 Foe | Changes the user’s Ability to be the same as the target’s. | |
| 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. | |
| Shadow Sneak | Ghost | Phys | 40 | 100 | 20 | Contact | 1 Foe | Always goes first. (Priority +1) |
| Night Slash | Dark | Phys | 70 | 100 | 20 | ContactCut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Brutal Swing | Dark | Phys | 60 | 100 | 20 | Contact | All | An ordinary attacking move. |
| 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. | |
| Dark Pulse | Dark | Spec | 80 | 100 | 16 | Pulse | 1 Foe | Has a 20% chance of making the target flinch. |
| Switcheroo | Dark | Stat | - | 100 | 12 | 1 Foe | The user and the target swap their held items. | |
| Taunt | Dark | Stat | - | 100 | 20 | 1 Foe | Gives the target the Taunted status. |