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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
Written by LTG

Overview

NOTE: The following analysis was produced prior to the ban on Sleep-inducing moves and Lapras becoming legal. Blastoise is generally considered unviable in the current metagame.


Blastoise, while having decent stats, is outclassed by the myriad of other Water-types in RBY UU. As a special attacker and tank, it is outclassed by Vaporeon, which has higher HP and Special. As a physical tank, it is outclassed by Poliwrath, which has access to Hypnosis and a powerful STAB Submission. However, Blastoise has higher Defense than Vaporeon and higher Special than Poliwrath, giving it some merit as a mixed tank. Access to Earthquake gives it a powerful coverage move to hit certain targets that most other Water-types cannot. However, Poliwrath also learns Earthquake, and it has a better Attack stat. Overall, Blastoise is generally not worth using over its competition.

Bulky Attacker

Move 1
  • Surf
    No additional effect.
    TypeWater
    CategorySpecial
    Power95 BP
    Accuracy100%
  • Hydro Pump
    No additional effect.
    TypeWater
    CategorySpecial
    Power120 BP
    Accuracy80%
Move 2
  • Blizzard
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power120 BP
    Accuracy90%
Move 3
  • Earthquake
    No additional effect.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 4
  • Rest
    User sleeps 2 turns and restores HP and status.
    TypePsychic
  • Hydro Pump
    No additional effect.
    TypeWater
    CategorySpecial
    Power120 BP
    Accuracy80%

Surf will deal decent damage to anything that does not resist it. Hydro Pump can be run for extra power that notably allows Blastoise to OHKO Dugtrio, something Surf cannot achieve. However, Hydro Pump’s low PP and shaky accuracy can become problematic in longer games, making Surf usually superior. Blizzard hits many Water-resistant Pokemon hard, dealing huge damage to threats like Dragonite and Tangela. Earthquake gives Blastoise a way to beat Tentacruel, something many other Water-types lack, as well as hitting Electabuzz and Raichu for super effective damage. The final moveslot will normally be occupied by Rest, allowing Blastoise to stick around for much longer. However, Hydro Pump can be run in this moveslot as well, sacrificing longevity for power and flexibility.

The last moveslot is generally flexible, and there are other options that can work. One such option is Counter, so Blastoise can put its great physical bulk to use against an incoming Normal-type attack. Body Slam lets Blastoise provide team support by spreading paralysis.

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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