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Pelipper

In-battle formes

HP:60
Attack:50
Defense:100
Sp. Atk:95
Sp. Def:70
Speed:65
Min (-ve nature, 0 IVs)63
Default85
Max Neutral117
Max Positive128
Max Neutral (+1)175
Max Positive (+1)192
Max Neutral (+2)234
Max Positive (+2)256
Battle Spot Singles
Offensive Support (Modest)117
Offensive Support (Timid)128

Evolutions

Strategies

Written by Psynergy

Overview

Pelipper is a unique rain setter that has several tools over Politoed that help it function both as a self-sufficient weather setter and weather support for rain setups. The Flying typing allows Pelipper to threaten the Grass-types that shut down rain sweepers otherwise, with Hurricane's damage output and coverage giving it to notable offensive presence. U-turn also allows it to pivot into a rain sweeper more safely than Politoed and can help it maintain momentum against opposing weather setters. Pelipper's stats are generally underwhelming though, relegating it solely to a support role on teams utilizing rain sweepers such as Kingdra.

Below is a sample set. This sets is likely to be the standard, but it will be expanded upon and updated as the metagame progresses.

Offensive Support

Move 1
  • Hydro Pump
    No additional effect.
    TypeWater
    CategorySpecial
    Power110 BP
    Accuracy80%
  • Scald
    30% chance to burn the target. Thaws target.
    TypeWater
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 2
  • Hurricane
    30% chance to confuse target. Can't miss in rain.
    TypeFlying
    CategorySpecial
    Power110 BP
    Accuracy70%
Move 3
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 4
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
  • Hydro Pump is Pelipper's strongest Water-type STAB move and hits harder than Hurricane as long as rain is up.
  • Scald provides a more accurate alternative to Hydro Pump and is a safer alternative to Hurricane if rain is not up. It also offers a useful burn chance that can be used to wear down threats to rain sweepers.
  • Hurricane provides Pelipper with a powerful Flying-type STAB move that hits Grass-types that threaten rain sweepers like Kingdra and wears down opposing Water-types.
  • Ice Beam hits Dragon-types such as Garchomp and Salamence harder than either of its STAB moves.
  • U-turn allows Pelipper to pivot into a teammate more safely than directly switching would, which can help maintain momentum especially against opposing weather setters.
  • Focus Sash ensures that Pelipper can take a hit and U-turn out safely, so that it can come back and reset weather again if necessary or function as a revenge killer.
  • Damp Rock allows Pelipper to more reliably make use of its own rain if necessary while still giving a rain sweeper plenty of turns to clean up, which can be particularly dangerous against teams that lack weather of their own.
  • Drizzle is a necessary ability for Pelipper to function as rain support, and gives it perfectly accurate Hurricane as well as boosted Water-type moves.
  • Maximum Special Attack and Speed investment is preferred over bulk because Pelipper is still not very bulky with investment, This also allows Pelipper to potentially close up a game with its powerful STAB moves if it's the last Pokemon remaining, as well as outspeed bulkier foes such as Mega Venusaur.
  • A Modest nature is preferred to give Pelipper some extra power and provides a more signficant boost than Timid nature would, though a Timid nature allows it to outspeed threats such as Adamant Breloom.
  • Pelipper is always used a support for another rain sweeper, so Swift Swim Pokemon such as Kingdra should always be used alongside Pelipper.
  • Electric-, Grass-, and Water-types are problematic for rain teams even if Pelipper can threaten some of them, so it should have teammates that can help cover those weaknesses.
  • Pelipper should ideally have some teammates that aren't dependent on rain at all, since relying on Pelipper a lot restricts the team too much. Similarly, Pelipper pairs well with Pokemon that benefit from rain but don't rely on it such as Steel-types and Grass-types.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
60
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
75
Accuracy
95%
PP
15
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
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target's HP is 50% or less.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
15
-1 evasion; clears user and target side's hazards.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
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
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
120
Accuracy
80%
PP
5
30% chance to poison the target.
 
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
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
110
Accuracy
70%
PP
10
30% chance to confuse target. Can't miss in rain.
 
Power
110
Accuracy
80%
PP
5
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
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
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
85
Accuracy
100%
PP
10
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
30
For 5 turns, protects user's party from stat drops.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
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
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
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. Thaws target.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
140
Accuracy
90%
PP
5
Charges, then hits turn 2. 30% flinch. High crit.
 
Power
60
Accuracy
100%
PP
10
User and foe fly up turn 1. Damages on turn 2.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
20
Changes the target's type to Water.
 
Power
Accuracy
100%
PP
10
More power with more uses of Stockpile.
 
Power
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
Accuracy
PP
20
Raises user's Defense, Sp. Def by 1. Max 3 uses.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
55%
PP
20
Causes the target to become confused.
 
Power
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
10
Heals the user based on uses of Stockpile.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
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
For 5 turns, Fire-type attacks have 1/3 power.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
PP
10
Protects allies from multi-target moves this turn.
 
Power
60
Accuracy
100%
PP
35
No additional effect.
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