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Sewaddle

In-battle formes

HP:45
Attack:53
Defense:70
Sp. Atk:40
Sp. Def:60
Speed:42
Min (-ve nature, 0 IVs)8
Default10
Max Neutral13
Max Positive14
Max Neutral (+1)19
Max Positive (+1)21
Max Neutral (+2)26
Max Positive (+2)28
Little Cup
Chlorophyll (Modest)13
Chlorophyll (Timid)14

Evolutions

Strategies

  • en
Formats:
  • LC
Written by comatthew6

Overview

Despite Sewaddle's cute, harmless appearance, it can actually pose a serious threat to unprepared teams. It has relatively low attacking stats and mediocre Speed, but its movepool is deep enough for it to pull off a sweep. It also has a decent ability in Chlorophyll, which helps remedy its poor Speed. Even so, it misses out on a lot of great moves that other Chlorophyll users do have, such as Growth, Sleep Powder, and Weather Ball. Its defenses are fairly high, but it doesn't have the typing or support movepool in order for it to take hits effectively. Sewaddle also has quite the long list of weaknesses. Being weak to Fire-, Rock-, and Ice-type attacks, Sewaddle won't be hanging around for long. Even so, Sewaddle should be considered for a teamslot on any Sunny Day team.

Chlorophyll

Move 1
Move 2
  • Solar Beam
    Charges turn 1. Hits turn 2. No charge in sunlight.
    TypeGrass
    CategorySpecial
    Power120 BP
    Accuracy100%
  • Energy Ball
    10% chance to lower the target's Sp. Def by 1.
    TypeGrass
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 3
  • Bug Buzz
    10% chance to lower the target's Sp. Def by 1.
    TypeBug
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 4

This set gives Sewaddle its best chance at attempting a sweep. Although it lacks Growth, an absolutely amazing move for any Chlorophyll sweeper to have, it does gets Calm Mind, a noticeably weaker but still decent boosting move. Sewaddle's decent defenses allow it to absorb a hit and get off a Calm Mind, and with the given EV spread, Sewaddle will be sitting at 28 Speed while Sunny Day is up, which is enough to outpace the unboosted metagame, as well as most Choice Scarf users. Solar Beam is Sewaddle's strongest STAB attack and gets great coverage in tandem with Hidden Power Fire. However, Hidden Power Ice can be used to cover Dragon- and Flying-types. Bug Buzz is Sewaddle's most reliable STAB attack, netting an OHKO on Choice Scarf Snover on the switch, taking out a prime threat to any Sunny Day team. Timid is the best nature because it allows Sewaddle to beat most Choice Scarf users, as well as most other (since Sewaddle abuses sun itself and all) Chlorophyll abusers, although a Modest nature can be used if a lack of power is an issue. Life Orb is the preferred item because Sewaddle is going to need all the power it can get.

Sewaddle can set up Sunny Day itself, but it would be hard to get off both a Sunny Day and a Calm Mind without taking substantial damage or getting KOed. Energy Ball is an option over Solar Beam for increased reliability, but the difference in power is incredibly noticeable. Sunny Day supporters are the best options for teammates so that Sewaddle can get the boost to its mediocre Speed, the best of those being Munchlax. Pokemon with Flash Fire, such as Houndour, are the only Pokemon that will enjoy taking Fire-type attacks in Sunny Day, so they are always appreciated. Finally, other Chlorophyll sweepers such as Oddish and Bellsprout are also good for picking teams apart alongside Sewaddle.

Other Options

A bulky set might seem viable, but Sewaddle's support movepool is limited to only Toxic and Swagger. Sewaddle also has access to Endure and Flail, but it is vulnerable to priority attacks, which are common in Little Cup. Sewaddle also gets Baton Pass, but the only reliable boosts that it can get are from Calm Mind and Agility, and Sewaddle will be hard-pressed to find a good time to set up due to its weakness to Stealth Rock. Despite its higher Attack stat, Sewaddle doesn't get many physical attacks worth mentioning, so it can't run an effective physical set. Sewaddle also has Air Slash, but the move doesn't get great coverage along with the rest of its attacks. Sewaddle can use Swarm as an ability, using Agility, Substitute, and Bug Bite to take advantage of the boost that Swarm gives to hit harder, but it is still quite vulnerable to priority.

Checks and Counters

Anything that outspeeds Sewaddle and has a super effective attack is probably going to be at least a check to it. If Snover avoids Bug Buzz or Hidden Power Fire on the switch, it can OHKO with Blizzard if Sewaddle didn't get a Calm Mind boost first. Fire-type attacks absolutely destroy it, and even the lightest singe will probably be enough to knock Sewaddle out--especially if Sunny Day is up. Sewaddle's weakness to every entry hazard limits the amount of switch-ins it has, so Pokemon that can set them up are good. Any Flying-type attack will also KO Sewaddle with ease because of its 4x weakness. Sewaddle is also very vulnerable to priority attacks in Fake Out, Extreme Speed, and Sucker Punch. Finally, Munchlax and Lickitung take next to nothing from its attacks and can easily OHKO back with Fire Punch.

Credits

Moves

 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
75
Accuracy
95%
PP
20
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
PP
20
Changes user's type based on terrain. (Ground)
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
20
Copies a foe at 1.5x power. User must be faster.
 
Power
Accuracy
PP
5
User's next move will not miss the target.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
55
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
80
Accuracy
100%
PP
10
Charges, then hits foe(s) turn 2. High crit ratio.
 
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
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
95%
PP
40
Lowers the foe(s) Speed by 1.
 
Power
30
Accuracy
100%
PP
20
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
50
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
90%
PP
10
Badly poisons the target.
 
Power
Accuracy
100%
PP
10
The target's Ability becomes Insomnia.
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