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Blastoise

In-battle formes

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

Evolutions

Strategies

  • en

This analysis was produced prior to the February 2024 UU Viability Rankings and the unbans of Golduck, Poliwrath, and Poliwhirl from NU. As such, it is likely to contain outdated information.

Written by Sabelette

Overview

Mr. Mime and Clefable define RBY NU, but Blastoise is the glue that holds it together. Blastoise is the catch-all check to Fire- and Water-types and the main line of defense against an early Charizard sweep. It's also one of the few Pokemon able to take a hit from Golem, forcing it out immediately with Surf. Blastoise's offense cannot be discounted due to the lack of recovery in NU; even checks like Mr. Mime, Clefable, and Electrode hate taking a Surf as they enter, and many switch-ins fear Body Slam paralysis too. Blastoise often ends up serving as a check to itself, since switching in against it is so difficult. Nothing but Electrode can 2HKO Blastoise without a critical hit, allowing it to trade hits effectively with almost any foe, and the threat of Counter makes it difficult for foes to unleash Hyper Beam with impunity, lest Blastoise switch in and punish them.

Blastoise's biggest flaw is its mediocre Speed, which leaves it open to Venomoth entering to put it to sleep. Blastoise is so critical that allowing this is often game-losing, but switching out gives Venomoth even more momentum; this interaction makes it extremely hard to use Blastoise early-game. Even with sleep off the table, Mr. Mime, Nidoking, and Kabutops all outspeed it and will invariably damage it heavily should it stay and fight. Blastoise also struggles to check Kingler and Kabutops; while it easily weakens both into KO range of allies like Charizard or Mr. Mime, losing Blastoise early in the process can make Charizard or Moltres a major threat. Also, once Blastoise has lost roughly 45% of its HP, it's no longer an effective switch-in to unparalyzed Charizard, which can use Swords Dance as it enters and OHKO it with Hyper Beam from this range. Further, Blastoise usually draws opposing Blastoise in, and they tend to trade with each other. Blastoise thus only gets one or two switch-in opportunities per game, but the opponent will pay a price to remove it for their sweepers.

Bulky Attacker

Move 1
  • Surf
    No additional effect.
    TypeWater
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 2
  • Seismic Toss
    Damage = user's level. Can hit Ghost types.
    TypeFighting
    CategoryPhysical
    Power1 BP
    Accuracy100%
Move 3
  • Counter
    If hit by Normal/Fighting move, deals 2x damage.
    TypeFighting
    CategoryPhysical
    Power1 BP
    Accuracy100%
    Priority-1
Move 4
  • Body Slam
    30% chance to paralyze the target.
    TypeNormal
    CategoryPhysical
    Power85 BP
    Accuracy100%
  • Blizzard
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power120 BP
    Accuracy90%
Set Description

Surf OHKOes Golem, 2HKOes Charizard, Ninetales, and Nidoking, and deals excellent damage to non-resistant foes. Seismic Toss enables Blastoise to duel opposing Blastoise and Seadra, 4HKOing both. Counter plays off of this interaction and deals 55.4% to opposing Blastoise after a Seismic Toss. It also lets Blastoise send back Charizard's or Kabutops's Slash twice over, heavily punishing anything they switch into, and Counter can return massive damage after switching into Hyper Beam from Kingler, Raticate, or Clefable. Raticate also must fear a Counter on Super Fang, usually forcing it to use Thunderbolt instead. Blastoise's final moveslot is more flexible. Body Slam can potentially hobble Mr. Mime or Electrode as they switch in, or it can gain an advantage versus opposing Blastoise without risking a massive Counter. Blizzard is also a possibility, notably 2HKOing Exeggcute and the occasional Fearow while potentially freezing other foes.

Blastoise is a mainstay of every viable NU team, often forcing opposing Blastoise to trade for it, as few Pokemon can switch into it well. It can function well alongside other Water-types like Kabutops and Kingler, which can assist in fending off opposing Blastoise and Charizard. Golem is a notably good teammate for Blastoise, as it safely switches into Electric-type attacks, can exploit paralysis spread by Body Slam, and helps Blastoise check Charizard. Alternatively, Exeggcute can check Electrode and Mr. Mime after they force Blastoise out, utilizing the opportunity to land Sleep Powder. Electrode can pair surprisingly well with Blastoise, allowing it to play more aggressively, as Electrode can stop opposing Blastoise and Charizard late-game.

Blastoise should only be sparsely used early-game, as opponents can easily send in Venomoth to get a free sleep attempt against it. Once Sleep Clause is in effect, it can come in to stop Fire-types and Golem in their tracks and force a response. This will usually lead to a Blastoise mirror match that removes both from the game or leaves them too weakened to check anything; should the opponent send in Mr. Mime or Clefable instead, Blastoise can happily hit them with Surf on entry, and then it can switch out to blockade Charizard later. If Blastoise gets in on a Slash from Charizard, the opponent also must consider the risk of a massive Counter against their switch-in. If Blastoise remains healthy late-game, it can stop an attempted sweep by Charizard, Moltres, or Seadra and secure victory.

Other Options

Blastoise has a plethora of niche options that can substitute for Counter or its fourth move. Toxic is a potential response to Charizard's or Moltres's Fire Spin and can also help to defeat opposing Blastoise without risking Counter. Rest allows Blastoise to eternally wall Ninetales and Seadra and can assist in Toxic stalling opposing Blastoise, but using it allows Mr. Mime and Swords Dance users free entry. Rest is best used to secure endgames against foes lacking setup, rather than as a mid-game defensive play. Blastoise may also consider Hydro Pump, sacrificing accuracy for power. It 2HKOes Moltres, possibly 2HKOes Kabutops, and 3HKOes Clefable. Ice Beam over Blizzard guarantees a 2HKO against Exeggcute without risking a miss chance, but it gives worse damage against other targets. Earthquake is Blastoise's strongest attack versus Electrode and the extremely rare Gastly, 2HKOing the former and having a 59% chance to OHKO the latter. Finally, Bubble Beam can drop the Speed of Nidoking or Charizard, and it doesn't forfeit the 2HKO if Surf follows it up, potentially allowing Blastoise to fish for an even better situation with no downside. In an emergency, it may stop Charizard from setting up and sweeping late-game.

Checks and Counters

Thunderbolt Users: Nearly all teams contain a Mr. Mime, which outspeeds Blastoise and 3HKOes it with Thunderbolt if it can switch in safely. Clefable, while slower, has superior bulk, switches safely into Body Slam, and threatens a Thunderbolt 3HKO or Thunder Wave. Electrode's STAB Thunderbolt is a 2HKO with a high critical hit rate, forcing Blastoise out. However, Mr. Mime and Electrode fear Body Slam paralysis and are generally frail, so they're usually only able to revenge kill.

Venomoth: Venomoth outspeeds Blastoise and can easily enter after a KO or switch into Surf. Blastoise is often a team's defensive centerpiece and cannot afford to take sleep early-game, which gives Venomoth a free sleep attempt as Blastoise switches out, compensating for Sleep Powder's shaky accuracy.

Blastoise: Blastoise will often trade hits with its opposing counterpart, which is often a team's only reliable Blastoise switch-in, resulting in one Blastoise being KOed and the other being severely weakened in most cases. Smart prediction with Counter may result in one Blastoise still having significant health left, but in most cases the winning Blastoise can be revenge killed by nearly any foe.

Kingler and Kabutops: Both Water-type Swords Dance users are middling checks to Blastoise, removing it but ensuring their own demise shortly after. However, a trade often suits them, as Blastoise is usually more valuable. Kingler is just bulky enough to use Swords Dance in front of Blastoise and KO or severely weaken it, often leaving a team with no further check to Charizard. Similarly, Kabutops can win the one-on-one fight or weaken Blastoise into KO range of other threats.

Credits

Moves

 
Power
Accuracy
PP
10
Waits 2-3 turns; deals double the damage taken.
 
Power
60
Accuracy
100%
PP
25
10% chance to make the target flinch.
 
Power
120
Accuracy
90%
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
33% chance to lower the target's Speed by 1.
 
Power
65
Accuracy
100%
PP
20
33% chance to lower the target's Speed by 1.
 
Power
1
Accuracy
100%
PP
20
If hit by Normal/Fighting move, deals 2x damage.
 
Power
100
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
100
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
10
No additional effect.
 
Power
Accuracy
30%
PP
5
Deals 65535 damage. Fails if target is faster.
 
Power
120
Accuracy
80%
PP
5
No additional effect.
 
Power
150
Accuracy
90%
PP
5
Can't move next turn if target or sub is not KOed.
 
Power
95
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
100%
PP
10
Random move known by the target replaces this.
 
Power
20
Accuracy
100%
PP
20
Lasts forever. Raises user's Attack by 1 when hit.
 
Power
Accuracy
PP
20
While active, the user's Defense is doubled.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
1
Accuracy
100%
PP
20
Damage = user's level. Can hit Ghost types.
 
Power
100
Accuracy
100%
PP
15
Charges turn 1. Hits turn 2.
 
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
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
40
Accuracy
100%
PP
25
No additional effect.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
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