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Swanna

In-battle formes

HP:75
Attack:87
Defense:63
Sp. Atk:87
Sp. Def:63
Speed:98
Min (-ve nature, 0 IVs)180
Default232
Max Neutral295
Max Positive324
Max Neutral (+1)442
Max Positive (+1)486
Max Neutral (+2)590
Max Positive (+2)648
NeverUsed
Offensive324

Evolutions

Strategies

  • en
Formats:
Written by Governess

Overview

At first glance, Swanna looks mediocre at best, with no base stats over 100. However, believe it or not, she's definitely a threat to watch out for. In rain, Swanna becomes a powerhouse with Hurricane, a move that sets her apart from other rain sweepers. Swanna has amazing offensive stats and a great Speed of 98, which allows her to outspeed many threats in NU, such as Gardevoir and Braviary. She also has access to Roost as well as Rest, which pairs well with her Hydration ability.

Unfortunately, Swanna is far from invincible, and she faces many obstacles in NU. Stealth Rock happens to be one of them, as Swanna has a weakness to it. Swanna's movepool is decent but not amazing, leaving her with only one good set. Despite boasting one of the best typings in NU, Swanna's subpar bulk holds her back; 75 / 63 / 63 defenses are far from great. However, Swanna is still an amazing ally to any rain team.

Offensive

Move 1
  • Surf
    Hits adjacent Pokemon. Double damage on Dive.
    TypeWater
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 2
  • Hurricane
    30% chance to confuse target. Can't miss in rain.
    TypeFlying
    CategorySpecial
    Power120 BP
    Accuracy70%
Move 3
Move 4
  • Rest
    User sleeps 2 turns and restores HP and status.
    TypePsychic
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying

This is Swanna's best set for the NU environment. Boasting two STAB moves that benefit greatly from rain and a great Speed stat, Swanna has immense potential as a sweeper. Surf is the primary STAB move, getting a power increase from rain. Hurricane is Swanna's secondary STAB move, and it boasts a high 120 Base Power, perfect accuracy in rain, and a 30% chance of confusing the foe; this is something that even the most defensive Pokemon in NU struggle to handle if they don't resist it.

For the final two moveslots, you should use the combination of either Rain Dance and Rest or Substitute and Roost. With the former, Swanna can heal herself to full HP at any time as long as the rain she provides is up thanks to Hydration, making her much more self-sufficient. Alternatively, the latter lets Swanna heal without rain up and ward off status with Substitute. Substitute also lets Swanna take advantage of obvious switches and dodge Sucker Punch. The downside of this combination is that once rain subsides Swanna doesn't have a way to summon it again, preventing her from healing herself if she is inflicted with a status and from boosting the power of her Surf and accuracy of her Hurricane.

While Leftovers is great for healing off damage Swanna takes, Swanna greatly appreciates Life Orb's increase in power; any damage she takes can easily be healed off with Rest or Roost anyway, making Life Orb the superior option in most cases. Big Pecks and Keen Eye aren't useful abilities in this metagame, making Hydration the only viable option. Ice Beam can be used for extra coverage, although it's usually not worth the slot in the long run, as it only deals with Altaria, which isn't common enough to justify running a move for it. Hidden Power Grass can be used to handle Seismitoad and Carracosta, Hidden Power Electric is an option to deal with Mantine and other Swanna, and Air Slash can be used in place of Hurricane if Swanna isn't used in rain.

As this set is best used in rain conditions, partners such as Volbeat and Electrode are great, as they can provide constant rain. Revenge killers, such as Choice Scarf Sawk, can outspeed Swanna and proceed to KO it. Choice Scarf Rotom-S is thus a good ally to handle Sawk and other revenge killers. Zebstrika and Raichu are also good partners, as they can absorb Electric-type attacks that Swanna attracts. Stealth Rock is a problem for Swanna as well; spinners such as Armaldo and Wartortle are good partners for this reason. Mold Breaker Sawk can also prevent Pokemon with the ability Sturdy from setting up Stealth Rock, something that aids Swanna greatly. Lickilicky and Miltank are bulky Pokemon that are difficult for Swanna to defeat; Fighting-types, such as Gurdurr, are good choices to use against them. Entry hazards are great to have on the field to aid Swanna in sweeping. Garbodor and Cacturne are both great Spikes users that also have good synergy with Swanna. Pokemon who can set up Stealth Rock, such as Cradily and Golurk, are good partners as well.

Other Options

Swanna doesn't have a very large movepool, so she doesn't have many other viable sets. Damp Rock is an option, but it wastes Swanna's offensive power, which should be taken advantage of whenever she is used due to her sad defenses. Brave Bird is plausible, but it doesn't have much use. Scald could be used in place of Surf for the burn chance, but the power drop is noticeable. Tailwind and Feather Dance could be used for support moves. Choice Scarf Swanna is one of the few viable options left for her and is the only option if she isn't used in rain.

Checks and Counters

Swanna has her fair share of checks. Choice Scarf Rotom-S is one of them, checking Swanna with Volt Switch. It can't switch in, however, as it is KOed by Surf in rain. The same applies for any Electric-type, specifically Ampharos and Electabuzz, that resist Hurricane and can OHKO Swanna. Bulky Pokemon, such as Musharna and Lickilicky, can take several STAB Hurricanes and proceed to do as they please. Altaria is a counter to any Swanna that doesn't carry Ice Beam, as it can wall her all day without it. Revenge killers can outspeed Swanna and easily KO her; an example would be Choice Scarf Sawk, which can get rid of Swanna with Stone Edge. Articuno, Regice, and Lapras can take any of Swanna's attacks due to their high Special Defense. The latter two have access to Thunderbolt, which OHKOes Swanna.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
55
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
75
Accuracy
95%
PP
20
30% chance to make the target flinch.
 
Power
Accuracy
PP
20
User recovers 1/16 max HP per turn.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target's HP is 50% or less.
 
Power
65
Accuracy
100%
PP
20
10% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
15
-1 evasion; clears target side's hazards/screens.
 
Power
80
Accuracy
100%
PP
10
Dives underwater turn 1, strikes turn 2.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
15
Lowers the target's Attack by 2.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
40
Accuracy
100%
PP
35
Power doubles during Bounce, Fly, and Sky Drop.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
120
Accuracy
70%
PP
10
30% chance to confuse target. Can't miss in rain.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
95
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
30
For 5 turns, shields user's party from critical hits.
 
Power
Accuracy
PP
20
Copies a foe at 1.5x power. User must be faster.
 
Power
Accuracy
PP
20
User uses the target's last used move against it.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
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
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
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.
 
Power
140
Accuracy
90%
PP
5
Charges, then hits turn 2. 30% flinch. High crit.
 
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
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
95
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
30
For 4 turns, allies' Speed is doubled.
 
Power
Accuracy
90%
PP
10
Badly poisons the target.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
PP
15
Weakens Fire-type attacks to 1/3 their power.
 
Power
60
Accuracy
100%
PP
35
No additional effect.
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