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.
The Pokémon’s sound-based moves become Water-type moves.
A top-meta singles special attacker and defensive pivot. It uses C126 and D116 well: Modest is the standard nature, Torrent is almost mandatory, both Moonblast and Sparkling Aria are common staple moves, and the main set stays in with Sitrus Berry while attacking and using Calm Mind plus Encore.
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
Calm Mind Encore
Heavy physical bulk with Calm Mind + Encore for broad coverage.
Primarina
| HP | 183 | 28 | |
|---|---|---|---|
| Atk↓ | 84 | - | |
| Def | 126 | 32 | |
| SpA↑ | 160 | - | |
| SpD | 137 | 1 | |
| Spe | 85 | 5 |
HP/Def investment for physical bulk, Encore restricts opponents to safely boost — setup ace Primarina.
Sitrus BerryHP recovery with Calm Mind boosts SpA/SpD, strengthens both offense and defense for favorable boards.
Priority move is an option
Primarina has low Speed, so Aqua Jet improves 1-on-1 trading. Self-lead Encore is alternative.
Enters on favorable matchups or status moves to setup for sweeps. High bulk and
Sitrus Berry as shield to force action turns, boosted STAB breaks the opposing team — role.
Special attackers with bad typing
Primarina struggles vs Poison/Grass resisting main weapons. High-power specials Calm Mind hit before setup completes — plan to cover weaknesses with teammates.
Example Threats
Lead Sash CS
Focus Sash + Torrent boost for max Water power.
Primarina
| HP | 157 | 2 | |
|---|---|---|---|
| Atk↓ | 84 | - | |
| Def | 94 | - | |
| SpA↑ | 195 | 32 | |
| SpD | 136 | - | |
| Spe | 112 | 32 |
Sp.Atk/Speed investment,
Focus Sash guarantees a turn for face-off trading — Primarina face-off attacker. After Sash survives, Torrent-boosted high-power Water moves pressure, then priority finishes chipped foes.
Boost offense
Encore slot can be other attacks for face-off — pick by team needs or common Pokémon.
High Sp.Atk STAB processes face-off targets for 1-for-1+ trades. Against status/setup, Encoreuse creates favorable boards for back-row allies — flexible play.
Pokémon that break Focus Sash
This Primarina lacks bulk investment, relying on Sash. Thus, priority moves like Fake Out and Sucker Punch breaking Sash is tough.
Example Threats
Calm Mind Drain Kiss
Calm Mind boosts stats while Draining Kiss heals.
Primarina
| HP | 185 | 30 | |
|---|---|---|---|
| Atk↓ | 84 | - | |
| Def | 94 | - | |
| SpA↑ | 195 | 32 | |
| SpD | 136 | - | |
| Spe | 84 | 4 |
Sound-based moves become Water-type via ability — main weapon, setup special attacker that boosts and heals build. Locks opposing utility for setup space; high Sp.Def and
Sitrus Berry as shield to stay in.
EV Allocation Intent
Max HP/Sp.Atk for power and trading. Boost nature prioritizes STAB chip;
Sitrus Berry combined ensures action turns. Speed beats Tyranitar with 2 EVs.
Boost offensive performance
Primarina learns great moves, so more attacks for offense recommended. For Grass that resists Water, Ice Beam, Fairy-resistant Poison gets Psychic hits super-effectively.
Switch into special attackers or lead, boosting while breaking opposing cycles as special ace. Against opposing Substitute sound moves bypass defense, dealing safe damage.
Physical attackers outspeeding hitting weaknesses
Primarina has great typing but low Speed and physical bulk. Outsped Grass/Poison attacks can KO before Calm Mind setup — beware.
Example Threats
Doubles Calm Mind Hyper Voice
Calm Mind boosts SpA/SpD, spread Hyper Voice in Doubles.
Primarina
| HP | 177 | 22 | |
|---|---|---|---|
| Atk↓ | 84 | - | |
| Def | 123 | 29 | |
| SpA↑ | 160 | - | |
| SpD | 136 | - | |
| Spe | 95 | 15 |
Heavy defensive investment, Calm Mind and
Leftovers recovery for long stays — special attacker Primarina. Ability Liquid Voice makes Hyper Voice STAB Water as spread attack pressures opponents.
EV Allocation
EVs boost HP/Def/Speed, Calm Mind supplements SpA/SpD. Speed lets you act before Incineroar's Throat Chop before Hyper Voice use chance rises.
Mystic Water and Sitrus Berry recommended
With Mystic Water, fewer Hyper Voice and Calm Mind needed. With Sitrus Berry, even HP so Super Fang activates even when struck.
Boost SpA/SpD while absorbing hits, high-power spread chips opposing team — ace role.Protect blocks focus, gains heal turns — slow steady pressure.
Water/Fairy resists and physical weakness
Pokémon resisting both Water and Fairy, Calm Mindand weakness physical moves Calm Mind doesn't reduce are tough.Protect or ability Intimidate allies block moves, KO with allies.
Example Threats
Type
Category
Target
Properties
63 / 63
| 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. | |
| Hyper Voice | Normal | Spec | 90 | 100 | 12 | Sound | All Foes | An ordinary attacking move. |
| 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. |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Psych Up | Normal | Stat | - | - | 12 | 1 Foe | The user copies the target’s stat changes. | |
| 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. | |
| Attract | Normal | Stat | - | 100 | 16 | 1 Foe | Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown. | |
| 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. | |
| Perish Song | Normal | Stat | - | - | 8 | Sound | All | Gives all Pokémon on the field the Perishing status. |
| 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. | |
| Sing | Normal | Stat | - | 55 | 16 | Sound | 1 Foe | Puts the target to sleep. |
| Energy Ball | Grass | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| 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) |
| 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. | |
| Sparkling Aria | Water | Spec | 90 | 100 | 12 | Sound | All | Cures targets of their burns. |
| 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. | |
| Acrobatics | Flying | Phys | 55 | 100 | 16 | Contact | 1 Foe | This move’s power is doubled if the user isn’t holding an item. |
| Ice Spinner | Ice | Phys | 80 | 100 | 16 | Contact | 1 Foe | Removes any terrain. |
| Triple Axel | Ice | Phys | 20 | 90 | 12 | Contact | 1 Foe | The user attacks 3 times in a row—first with a power of 20, then with a power of 40, then with a power of 60. The attack ends if the user misses. |
| 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. | |
| Psychic | Psychic | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Psychic Noise | Psychic | Spec | 75 | 100 | 12 | Sound | 1 Foe | Gives the target the Healing Prevented status for 2 turns. |
| Stored Power | Psychic | Spec | 20 | 100 | 12 | 1 Foe | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | |
| Wonder Room | Psychic | Stat | - | - | 12 | Whole Field | Gives the entire field the Wonder Room status for 5 turns. Using it again while the Wonder Room status is active ends the Wonder Room status. | |
| Calm Mind | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | |
| 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. | |
| Amnesia | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Sp. Def stat by 2 stages. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Iron Tail | Steel | Phys | 100 | 75 | 16 | Contact | 1 Foe | Has a 30% chance of lowering the target’s Defense stat by 1 stage. |
| Play Rough | Fairy | Phys | 90 | 90 | 12 | Contact | 1 Foe | Has a 10% chance of lowering the target’s Attack stat by 1 stage. |
| Misty Explosion | Fairy | Spec | 100 | 100 | 8 | Explosion | All | If the user is under the effect of Misty Terrain, this move’s power is boosted by 50%. The user faints upon using this move. |
| Moonblast | Fairy | Spec | 95 | 100 | 16 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Atk stat by 1 stage. | |
| Alluring Voice | Fairy | Spec | 80 | 100 | 12 | Sound | 1 Foe | Confuses the target if its stats were boosted during the turn this move is used. |
| Dazzling Gleam | Fairy | Spec | 80 | 100 | 12 | All Foes | A regular attacking move. | |
| Draining Kiss | Fairy | Spec | 50 | 100 | 12 | Contact | 1 Foe | The user’s HP is restored by 3/4 of the damage dealt by this move. |
| Baby-Doll Eyes | Fairy | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 1 stage. | |
| Misty Terrain | Fairy | Stat | - | - | 12 | Whole Field | Turns the entire field into Misty Terrain for 5 turns. | |
| Charm | Fairy | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 2 stages. |