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Swampert

In-battle formes

Base

HP:100
Attack:110
Defense:90
Sp. Atk:85
Sp. Def:90
Speed:60
Min (-ve nature, 0 IVs)112
Default156
Max Neutral219
Max Positive240
Max Neutral (+1)328
Max Positive (+1)360
Max Neutral (+2)438
Max Positive (+2)480
OverUsed
Rain Sweeper (Adamant)219
Rain Sweeper (Jolly)240

Mega

HP:100
Attack:150
Defense:110
Sp. Atk:95
Sp. Def:110
Speed:70
Min (-ve nature, 0 IVs)130
Default176
Max Neutral239
Max Positive262
Max Neutral (+1)358
Max Positive (+1)393
Max Neutral (+2)478
Max Positive (+2)524
OverUsed
Rain Sweeper (Adamant)239
Rain Sweeper (Jolly)262

Evolutions

Strategies

Written by Vertex

Overview

Offensively, Swampert is the premier Mega Evolution choice on rain teams because of its Electric immunity. It also has the ability to break down conventional rain checks such as Toxapex, Ferrothorn, and Mantine due to its secondary STAB attack, Earthquake, and its array of coverage moves such as Superpower and Stone Edge. Mega Swampert can also provide great role compression because it is a Stealth Rock user that beats Mega Sableye. Defensively, Mega Swampert opens holes to Pokemon rain is already weak to, most notably Ash-Greninja and Keldeo. Mega Swampert suffers the same problem with other bulky physical attackers, as it is prone to chip damage from Rocky Helmet, Rough Skin, and Iron Barbs, meaning its bulk sometimes cannot be used practically. Mega Swampert is also dependent on rain to function, meaning it can only be used effectively when rain is active.

Rain Sweeper

Move 1
  • Waterfall
    20% chance to make the target flinch.
    TypeWater
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 2
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 3
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 4
  • Stealth Rock
    Hurts foes on switch-in. Factors Rock weakness.
    TypeRock
  • Superpower
    Lowers the user's Attack and Defense by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%

Moves

Waterfall is Swampert's strongest move in the rain, and it is used over Aqua Tail because of its perfect accuracy and chance to flinch. Earthquake is Swampert's secondary STAB move, which is used to hit common nuisances to rain teams such as Toxapex and Tapu Fini. Ice Punch is the coverage move of choice to nail Dragon- and Grass-types such as Garchomp and Tapu Bulu while 2HKOing Assault Vest Tangrowth on the switch after Stealth Rock damage. Swampert has a unique niche on rain teams, as it is a Stealth Rock user that defeats Mega Sableye. Swampert can use another coverage move if this niche is not valued. Stone Edge prevents Mantine and Pelipper from walling Swampert, while Superpower can be used to KO Ferrothorn from a higher amount of health.

Set Details

Maximum Attack and Speed EVs are utilized to allow Mega Swampert to hit as hard and be as fast as possible. Damp is the preferred ability for its situational use of stopping Landorus-T and Azelf from using Explosion. An Adamant nature is preferred to enhance Swampert's breaking abilities. A Jolly nature is viable to outpace Choice Scarf Keldeo, a common threat to rain teams. Mega Swampert misses out on a lot of power, however.

Usage Tips

One of Mega Swampert's best traits as a Swift Swim user is its high bulk, yet it is generally best not to use this bulk because Mega Swampert will need its health to survive priority attacks from Pokemon such as Mega Mawile and Ash-Greninja and attacks from faster Choice Scarf users such as Keldeo and Garchomp. Mega Swampert already finds itself vulnerable to forms of chip damage such as Spikes, Rocky Helmet, and Iron Barbs, as well as weaker attacks such as Tapu Koko's U-turn and Mega Medicham's Fake Out. Mega Swampert should also be kept away from status moves, as they make it useless or easier to deal when trying to dance around rain turns through continuous switching.

When Swampert gets in for free, it should be played based on what the opponent's Mega Swampert checks are. If the opposition has solid checks to it, Mega Swampert should be focused on weakening its checks using its plethora of coverage moves to support a possible secondary sweeper such as Kingdra or Ash-Greninja. If the matchup is more in Mega Swampert's favor, play patiently and use teammates such as Ferrothorn and Tapu Koko more often, as Mega Swampert will want to stay healthy as possible. This is especially important if one decides to run a Jolly nature, as it will not be forced out by Pokemon such as Keldeo and Garchomp in an effort to conserve its health. Finally, Stealth Rock should be used on a predicted switch or if there is a Pokemon that indefinitely walls Mega Swampert such as physically defensive Tangrowth or Mantine. It is also best to use Stealth Rock against Sableye stall teams once Swampert has conditioned the opponent into thinking it will not use Stealth Rock. A mistimed Stealth Rock against Mega Sableye can spell doom for Swampert's team.

Team Options

Pelipper is a mandatory teammate because it provides free rain with its ability Drizzle while checking Keldeo, one of the best checks to Mega Swampert. It also creates free turns for Mega Swampert with its slow U-turn and by baiting in Electric-types such as Zapdos and Tapu Koko. Choice Specs Pelipper in particular breaks down a lot of Pokemon Swampert struggles with, making a Jolly nature more affordable. A secondary rain abuser, preferably Kingdra or Ash-Greninja, is also recommended, as the combination of Mega Swampert and one of them can overwhelm a lot of rain checks. If Ash-Greninja is used, it is best to use Spikes, as Mega Swampert appreciates the hazard support so Pokemon such as Mew and Tapu Bulu can no longer safely switch in. Ferrothorn is a great utility Pokemon on rain teams, as its Fire-type weakness is halved, and it can set up Spikes or even Stealth Rock, the latter freeing up a moveslot on Mega Swampert. Landorus-T also frees up a moveslot for Mega Swampert due to it being a powerful offensive Stealth Rock user. It also removes bulky Grass- and Water-types with Supersonic Skystrike.

Swampert appreciates some way to break Tangrowth, so Tornadus-T is a great teammate, wearing down Pokemon Mega Swampert struggles with such as Rotom-W, Tapu Fini, Ferrothorn, and Mantine. Tapu Koko is also a good teammate, as it gets a perfectly accurate Thunder under rain, and it provides free switches for Mega Swampert with U-turn. Tapu Lele is another good teammate, blocking priority and switching into a lot of Pokemon Swampert struggles with, namely Tangrowth and bulky Water-types such as Mantine and Mega Slowbro.

Other Options

Rain Dance is a good option so Mega Swampert can set up the rain itself rather than relying on Pelipper. Swampert can attempt a sweep by boosting its Attack with Power-Up Punch, but Swampert usually prefers an extra coverage than to boost its Attack in specific situations.

Checks and Counters

Water-types: Most Water-types force out Mega Swampert due to the threat of their Scald burning it. Suicune, Alomomola, Mega Slowbro, and Pelipper are the most notable. Choice Scarf Keldeo outspeeds Adamant Mega Swampert and forces Mega Swampert out due to its powerful Hydro Pump. Physically defensive Rotom-W can come in on Mega Swampert with little fear and neuter it with Will-O-Wisp, and Mantine completely walls Mega Swampert lacking Stone Edge. A healthy physically defensive Tapu Fini can put Mega Swampert at a very low amount of HP with the combination of Nature's Madness and Moonblast.

Grass-types: Grass-types such as Mega Venusaur, Tangrowth, Tapu Bulu, and Ferrothorn threaten Mega Swampert with their Grass-type STAB moves. Tapu Bulu, non-physically defensive Tangrowth, and Ferrothorn must watch out for coverage moves in Ice Punch and Superpower, however.

Faster Pokemon: Mega Swampert is not unbelievably fast without a Jolly nature and the use of a Jolly nature makes Swampert much easier to deal with using Pokemon such as Tangrowth and Mew. Choice Scarf users such as Keldeo and Garchomp can outpace an Adamant Mega Swampert and take out a weakened Mega Swampert with their strong STAB attacks. Latios outpaces even Jolly variants and does massive damage to it using Draco Meteor. Mega Swampert can also be surprised by the use of Grass Knot on Choice Scarf users such as Nihilego and Greninja. Finally, Mega Alakazam traces Swift Swim and can take out a weakened Mega Swampert with Psychic or once again surprise it with Grass Knot.

Ash-Greninja: While Ash-Greninja cannot directly switch in, Water Shuriken is boosted in the rain and is capable of taking 75% of Mega Swampert's health, which is a common range of health it finds itself in because of how Mega Swampert is vulnerable to chip damage from Rocky Helmet and Pokemon it switches into such as Tapu Koko.

Removing Rain: Mega Swampert is slow and lacks a powerful Water-type attack outside of the rain. Tyranitar, Alolan Ninetales, and Mega Charizard Y change the weather, and the latter two can force Mega Swampert out due their STAB attacks and coverage.

Credits

Moves

 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
Accuracy
PP
20
Raises the user's Defense by 2.
 
Power
Accuracy
PP
10
Waits 2 turns; deals double the damage taken.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in hail.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
80
Accuracy
100%
PP
10
Dives underwater turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
PP
40
Fighting, Normal hit Ghost. Evasiveness ignored.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
100
Accuracy
90%
PP
10
Lowers the user's Speed by 1.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
110
Accuracy
80%
PP
5
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
90
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
100%
PP
20
If hit by special attack, returns double damage.
 
Power
65
Accuracy
85%
PP
10
30% chance to lower the target's accuracy by 1.
 
Power
90
Accuracy
85%
PP
10
30% chance to lower the foe(s) accuracy by 1.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
15
For 5 turns, Electric-type attacks have 1/3 power.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
User cures its burn, poison, or paralysis.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
90%
PP
15
No additional effect.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn the target. Thaws target.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
65
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
95
Accuracy
100%
PP
10
10% chance to poison adjacent Pokemon.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
65
Accuracy
100%
PP
20
30% chance to make the target flinch.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
80
Accuracy
100%
PP
10
Use with Grass or Fire Pledge for added effect.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
PP
10
Protects allies from multi-target moves this turn.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
Accuracy
PP
10
Puts the target to sleep after 1 turn.
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