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Blastoise

In-battle formes

HP:79
Attack:83
Defense:100
Sp. Atk:85
Sp. Def:105
Speed:78

Evolutions

Strategies

  • en
Formats:

Overview

Blastoise is a generic "bulky Water". It has good overall stats (defenses especially) and uses some good support moves, Reflect and Rapid Spin in particular. It is just a no-nonsense tank Pokemon: it's made to do one thing, and it does it well. It's UU because it isn't quite as defensive as Pokemon like Suicune or Slowbro (Slowbro also has the handy Thunder Wave), but it is not quite as fast and does not have as much variety as something like Starmie (who can also Reflect and Rapid Spin). Don't be fooled, though; Blastoise is not a bad Pokemon by any means, but as previously stated, Blastoise only plays one role.

Bulky Water

Move 1
  • Surf
    No additional effect.
    TypeWater
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 2
  • Rest
    User sleeps 2 turns and restores HP and status.
    TypePsychic
Move 3
Move 4
  • Rapid Spin
    Frees user from hazards, binding, Leech Seed.
    TypeNormal
    CategoryPhysical
    Power20 BP
    Accuracy100%

Surf gets STAB and runs off of Blastoise's modest Special Attack. Rest takes advantage of its solid defenses. Rapid Spin is for the annoying Spikes and Leech Seed, and Reflect passes defense for the rest of the team and is a great answer to Tentacruel switch-ins.

RestTalk

Move 1
  • Rest
    User sleeps 2 turns and restores HP and status.
    TypePsychic
Move 2
Move 3
  • Surf
    No additional effect.
    TypeWater
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 4
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power95 BP
    Accuracy100%
  • Zap Cannon
    100% chance to paralyze the target.
    TypeElectric
    CategorySpecial
    Power100 BP
    Accuracy50%

Rest and Sleep Talk minimize your downtime while allowing you to tank for as long as you need Blastoise alive. Ice Beam covers Grass- and Flying-types, and Zap Cannon does decent damage against other Water-types and has a cool 50% paralysis chance. The low accuracy and PP aren't as bad on this set, because you simply have more chances to use it with Sleep Talk.

Other Options

Blastoise is a supporting Pokemon, so most of its alternate options are supporting moves. It learns Haze and Roar for phazing if you need either of those, and you can also use Mirror Coat to send a Thunderbolt back to an unlucky Electric-type for a KO. Toxic is also another option for opposing Waters and special walls in general. Blastoise can use Earthquake to keep Electric-types (except Zapdos) at bay. Your best bet is to stick to defensive measures--Blastoise is not an attacker.

Checks and Counters

Blastoise's HP is mediocre. As a result, the OU metagame proves too powerful with Zapdos, Raikou, and Jolteon knocking off over 50% HP with STAB Thunderbolts. In UU, Raichu, Magneton, and Electrode give Blastoise some problems as well. They must be careful of random Earthquakes or Mirror Coats, though.

If your opponent is running a Bulky Water set, feel free to bring in anything that resists Surf (Victreebel for UU, or even Lanturn for OU). Blastoise won't do a thing to it.

The RestTalk set can be annoying at times, but as mentioned before, Blastoise's below average HP sets it up for quick 2-3HKOs from Electrics. Blastoise isn't even that powerful to begin with.

Moves

 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
100%
PP
10
Waits 2-3 turns; deals double the damage taken.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
120
Accuracy
70%
PP
5
10% chance to freeze the target.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
20
Accuracy
100%
PP
30
10% chance to lower the target's Speed by 1.
 
Power
65
Accuracy
100%
PP
20
10% chance to lower the target's Speed by 1.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
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
60
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 1/4 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
100
Accuracy
100%
PP
10
Power doubles on Dig.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
Accuracy
30%
PP
5
OHKOs the target. Fails if user is a lower level.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
100%
PP
40
Fighting, Normal hit Ghost. Evasiveness ignored.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
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
120
Accuracy
80%
PP
5
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
95
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 target's Speed by 1.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
100%
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
Accuracy
PP
30
While active, user is protected from stat drops.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
20
Accuracy
100%
PP
20
Next Rage increases in damage if hit during use.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
20
Accuracy
100%
PP
40
Frees user from hazards, binding, Leech Seed.
 
Power
Accuracy
PP
20
For 5 turns, the user's party has doubled Def.
 
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
100%
PP
20
Forces the target to switch to a random ally.
 
Power
20
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
100
Accuracy
100%
PP
15
Raises user's Defense by 1 on turn 1. Hits turn 2.
 
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
80
Accuracy
100%
PP
15
No additional effect.
 
Power
80
Accuracy
80%
PP
25
Has 1/4 recoil.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
95
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
35
Accuracy
95%
PP
35
No additional effect.
 
Power
Accuracy
100%
PP
30
Lowers the target's Defense by 1.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
15
Accuracy
70%
PP
15
Traps and damages the target for 2-5 turns.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to paralyze the target.
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