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Bisharp

In-battle formes

HP:65
Attack:125
Defense:100
Sp. Atk:60
Sp. Def:70
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
UnderUsed
Swords Dance227

Evolutions

Strategies

  • en
Written by Jukain and TSTEF

Overview

Before reading this overview, please take a second to see that Bisharp looks like a complete and utter badass. After taking a minute to bask in its glory, we can get to the analysis. Looks aside, Bisharp boasts the coveted Steel typing, granting it resistances to many common attacks. This is a major advantage for Bisharp, as we have seen many times before that a Steel typing can take a bad Pokemon and make it good, and take a good Pokemon and make it great. A high base Attack of 125 makes Bisharp an offensive powerhouse, which, when combined with Swords Dance, makes it even more menacing. Add a STAB Sucker Punch, one of the strongest priority moves in the game, and Bisharp is a force to be reckoned with.

That being said, Bisharp does have its flaws. Bisharp's low base Speed makes it so that anything that is faster and takes little damage from Sucker Punch can revenge kill it. Sucker Punch, although somewhat making up for this low Speed stat, is fairly unreliable, with many Pokemon being able to avoid it and cripple Bisharp with status, restore their HP, and so on. Bisharp also has unfortunate weaknesses to Fighting, Ground, and Fire, very common types in the UU tier. Bisharp is further harmed by the ever-increasing popularity of Fighting-types in UU, as even the weakest of Fighting-type moves will send it running for cover. Despite these flaws, if a Swords Dance boost is obtained, Bisharp becomes a monster and is very hard to stop if the opponent is not prepared.

Swords Dance

Move 1
Move 2
  • Sucker Punch
    Usually goes first. Fails if target is not attacking.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%
    Priority1
Move 3
Move 4
  • Low Kick
    More power the heavier the target.
    TypeFighting
    CategoryPhysical
    Accuracy100%
  • Iron Head
    30% chance to make the target flinch.
    TypeSteel
    CategoryPhysical
    Power80 BP
    Accuracy100%

The goal of this set is simple. Begin by obtaining a Swords Dance boost. Throughout the following few turns, murder everything. It's really that simple. Swords Dance boosts Bisharp's Attack stat to legendary levels, allowing it to power through almost every Pokemon in the tier. Sucker Punch is used as Bisharp's main attack, boasting STAB and priority, as well as hitting extremely hard after a boost. While unreliable, it is an invaluable tool for Bisharp to threaten the many Pokemon that could otherwise revenge kill it.

Substitute partners well with Sucker Punch, letting Bisharp take advantage of the turns where the opponent tries to avoid getting hit with Sucker Punch by using a non-damaging move, hence ending any mind games that may ensue after Bisharp has received a boost. In addition, having a Substitute up encourages the enemy to attack and break it, allowing for more opportunities to use Sucker Punch successfully. Low Kick is the best choice for the last move, achieving almost perfect neutral coverage in UU alongside Sucker Punch, missing out only on Heracross. Iron Head is a possibility for the last moveslot, being just as strong as Sucker Punch after STAB and much more reliable. In addition, after a Swords Dance, Iron Head obtains numerous KOs, assuming the opponent does not resist it and Bisharp outspeeds or is behind a Substitute.

Maximum EVs are invested into Attack to allow Bisharp to obtain the highest possible damage output. An Adamant nature is chosen to hit even harder, especially considering that a Jolly nature does not allow Bisharp to outspeed anything noteworthy. 204 Speed EVs are used to outspeed defensive Arcanine and other base 95s, which is a good benchmark to hit. The remaining EVs are thrown into HP so Bisharp can better take advantage of its 100 base Defense and numerous resistances. Alternatively, the Speed EVs can be dropped to 128, which outruns 4 Speed Gligar, or to none, allowing Bisharp to invest more in HP. However, this leaves Bisharp outsped by numerous Pokemon and thus much easier to revenge kill. Low Kick is a better move than Brick Break, as it hits almost all of the Pokemon Brick Break covers for the same or greater damage. Notably, it lets Bisharp OHKO Registeel and Cobalion after a Swords Dance.

Life Orb is a decent item choice, allowing Bisharp to hit even harder than it already does, but Leftovers is usually the better option, as Bisharp will be using Substitute quite often, and Leftovers heals off some of the health lost by each use of Substitute. If Life Orb is used, Night Slash is a solid alternative to Substitute, hitting Pokemon that try to use non-damaging moves with zero risk, though the real reason it is used over Substitute is that Substitute would use up too much HP in conjunction with Life Orb. Crobat, Cofagrigus, and Zapdos are good offensive partners, dealing with the Fighting-types that are troublesome to Bisharp with great ease. Roserade is also a good teammate, being able to deal with opposing bulky Water-types that give Bisharp issues and laying down Spikes that supplement Bisharp's sweep.

Other Options

Bisharp has a fairly sparse movepool. That being said, it still has a few other tricks up its sleeve. Pursuit is a move that stands out, allowing Bisharp to trap and KO opposing Ghost- and Psychic-types. With access to Stealth Rock, a support set is a viable option. Bisharp should then use a more defensive EV spread along with the moves Stealth Rock, Sucker Punch, and Thunder Wave, among other useful support moves. This sort of set would allow Bisharp to showcase its high Defense stat and many resistances. Psycho Cut might be considered to deal with Fighting-types, but Iron Head deals around as much damage to them. A Choice set might seem a good idea for immediate power, however, a Choice-locked Sucker Punch is never a good idea due to its unreliability.

Checks and Counters

Cobalion stands out as Bisharp's greatest counter, as it can come in on any move, outspeed, and murder Bisharp with its STAB Close Combat. Bisharp can only OHKO in return if it is at +2 and carries Low Kick. Bulky Water-types, such as Swampert and Milotic, can switch in on Swords Dance, take any one of Bisharp's boosted attacks, and hit hard in return with their attacking move of choice or, alternatively, use Haze or Dragon Tail to get rid of any boosts. Most Fighting-types in the UU tier can outspeed Bisharp or at least use Mach Punch, their super effective STAB moves easily dealing with Bisharp. Notable examples include the aforementioned Cobalion and Heracross. Because Sucker Punch is unreliable, exploiting it with Substitute is also ideal; Raikou and Mienshao are both excellent at doing this. Hitmontop seems like another good choice, but it needs to be careful, however, as Defiant causes Intimidate to boost Bisharp's Attack rather than dropping it.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
50
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
40
Accuracy
90%
PP
15
Hits 2 times in one turn.
 
Power
Accuracy
100%
PP
15
For 5 turns, the target's item has no effect.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
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
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
20
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
30%
PP
5
OHKOs the target. Fails if user is a lower level.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
20
Accuracy
100%
PP
20
Removes the target's held item.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
60
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
For 5 turns, the user has immunity to Ground.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
Accuracy
100%
PP
10
If hit by an attack, returns 1.5x damage.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
Accuracy
85%
PP
40
Lowers the target's Sp. Def by 2.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
Accuracy
PP
20
Raises the user's Speed by 2.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
80
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
30
Raises the user's Attack by 2.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
40
Accuracy
100%
PP
10
If the user has no item, it steals the target's.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
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