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Simipour

In-battle formes

HP:75
Attack:98
Defense:63
Sp. Atk:98
Sp. Def:63
Speed:101
Min (-ve nature, 0 IVs)186
Default238
Max Neutral301
Max Positive331
Max Neutral (+1)451
Max Positive (+1)496
Max Neutral (+2)602
Max Positive (+2)662
ZeroUsed
Nasty Plot331

Evolutions

Strategies

  • en
Formats:
Written by JdRDMS

Overview

Simipour is one of the strongest special wallbreakers in ZU, with high Special Attack, a great Speed tier, and access to Nasty Plot. Backing this up is a good movepool, with an incredibly strong STAB move in Hydro Pump and great coverage moves like Ice Beam and Focus Blast. However, Simipour's power is offset by poor bulk, leaving it easily revenge killed by Choice Scarf users like Sawsbuck and Electivire. In addition, Simipour is generally outclassed as a Water-type wallbreaker by Floatzel; despite the fact that Simipour does have a higher Special Attack stat and access to Nasty Plot, Floatzel has higher Speed and can run Taunt more reliably compared to how unreliably Simipour can set up Substitute. Simipour also struggles with bulky Water-types, namely Silvally-Water and Mareanie, because it doesn't have the tools to deal heavy damage to them, even with Nasty Plot.

Nasty Plot

Move 1
Move 2
  • Hydro Pump
    No additional effect.
    TypeWater
    CategorySpecial
    Power110 BP
    Accuracy80%
Move 3
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 4
  • Substitute
    User takes 1/4 its max HP to put in a substitute.
    TypeNormal
  • Focus Blast
    10% chance to lower the target's Sp. Def by 1.
    TypeFighting
    CategorySpecial
    Power120 BP
    Accuracy70%

Moves

Ice Beam is the set's main coverage move, hitting Grass-types such as Gourgeist-XL and Dragon-types like Silvally-Dragon and Altaria. Substitute, when used on a forced switch, can allow Simipour to safely set up or start breaking if it already is set up, preventing it from taking damage the next turn. Alternatively, Focus Blast can be run for added coverage, allowing Simipour to hit Normal- and Ice-types like Lickilicky, Komala, and Regice super-effectively.

Set Details

Waterium Z combined with Hydro Pump is incredibly strong, giving Simipour a one-time nuke; at +2, it can OHKO foes like Mareanie, Bronzor, specially defensive Komala, and Lickilicky, (the latter only after Stealth Rock), though you do need to win the mind game of Protect with Komala and Lickilicky. Using Substitute until Simipour is at Torrent range also gives Hydro Pump some additional power. +2 Torrent-boosted Hydro Pump can OHKO Pokemon like Lickilicky, Mareanie, and Komala after Stealth Rock, as well as 2HKO Pyukumuku.

Usage Tips

It's best to bring in Simipour through either pivots or double switches, to make sure that it takes as little damage as possible so it can set up safely. Setting up should be done on a predicted switch or when Substitute is up so it can wallbreak safely. However, unless there's a clean sweeping path ahead, it's best to wait to set up so you don't have to switch out, and lose the boost from Nasty Plot. Also, using Substitute to get into Torrent range to get some extra power out of Hydro Pump to break more effectively isn't a bad idea. In addition, thanks to Simipour's high Speed stat, it can be used to revenge kill Pokemon without setting up Nasty Plot. Finally, be careful of Protect when using Hydro Vortex. Some notable users of Protect include Komala and Lickilicky. Substitute can be used to scout for Protect, though.

Team Options

Since Simipour wants to avoid chip damage for safer setup and wallbreaking, a hazard remover like Rotom-F or Silvally-Dragon is highly appreciated. Similarly, hazard setters like Metang or Gabite are good partners for getting chip damage, allowing Simipour to KO foes more easily. Something that can switch into or beat its checks is also greatly appreciated. For example, Golem, Gourgeist-XL, and Silvally-Ground can switch into Electivire. Other great partners for Simipour are Pokemon that appreciate its wallbreaking abilities. Examples include Choice Scarf Chatot (for breaking Bronzor) and Monferno (for breaking Swanna). Finally, a slow pivot, such as Komala or Toucannon, that can get Simipour in more safely is appreciated.

Other Options

A Life Orb set running Hydro Pump, Ice Beam, Knock Off, and Superpower with a 4 Atk / 252 SpA / 252 Spe spread and a Naive nature can be used for a power boost without having to waste a turn, and the physical coverage makes Simipour's matchup against things like Lickilicky and Misdreavus better, thanks to having physical coverage; however, the Nasty Plot set is generally preferred because it doesn't put Simipour on a timer and Nasty Plot gives a bigger boost than Life Orb. In addition, Life Orb's recoil makes Simipour easier to revenge kill, and mixed variants still suffer competition from Floatzel. Grass Knot can be run for alternative coverage, hitting foes like Silvally-Water, but this comes with the cost of either being walled by threats like Regice or having a harder time setting up. Taunt can be used to improve Simipour's matchup against stall, rendering answers like Bronzor and Pyukumuku worthless, but this hinders Simipour's matchup against offensive teams. If you choose to run Focus Blast, Fightinium Z can be run to OHKO Lickilicky without Stealth Rock, but Hydro Vortex provides more valuable OHKOes, and Hydro Vortex already OHKOs Lickilicky after Stealth Rock anyway. Hyper Beam with Normalium Z can be run to break bulky Water-types like Silvally-Water, but it's missing out on valuable OHKOs that Hydro Vortex provides, in addition to that, a +2 Hydro Vortex followed by Hydro Pump KOes most of the foes you would use Hyper Beam for, like Silvally-Water and Mareanie. Scald can be used over Hydro Pump for added accuracy and a shot at a burn, but it's much weaker, hindering Simipour's wallbreaking abilities. Salac Berry and Gluttony can be run with Substitute to make Simipour harder to revenge kill, but Simipour misses the one-time nuke that Waterium Z provides.

Checks and Counters

Faster Offensive Pokemon: Pokemon like Choice Scarf Chatot, Choice Scarf Electivire, and Simisage can easily KO Simipour thanks to their power and Simipour's lack of bulk.

Grass-types: Grass-types like Bellossom and Servine can tank an unboosted Ice Beam and threaten to KO back, or they can pivot into Hydro Pump, although none of them can safely switch into +2 Simipour because a boosted coverage move deals with all of them.

Bulky Water-types: Pyukumuku can stall Hydro Pump's PP by repeatedly switching in, but it's shut down by Substitute if Simipour decides to run it. Mareanie and Silvally-Water, while they are 2HKOed by +2 Hydro Pump, can easily threaten Simipour back with Haze and Thunderbolt, respectively. Finally, Lapras walls non-Focus Blast variants of Simipour and can fire back with either Freeze Dry or Perish Song and Whirlpool.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
Accuracy
PP
20
User recovers 1/16 max HP per turn.
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
30
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target's HP is 50% or less.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
40
Accuracy
PP
15
This move does not check accuracy. Hits foes.
 
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
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
18
Accuracy
80%
PP
15
Hits 2-5 times in one turn.
 
Power
Accuracy
100%
PP
10
Nullifies the target's Ability.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
120
Accuracy
80%
PP
5
30% chance to poison the target.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
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
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
30
Accuracy
100%
PP
30
30% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
15
For 5 turns, Electric-type attacks have 1/3 power.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
PP
20
Lowers the target's Attack by 1.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
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
Restores the item the user last used.
 
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
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
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
40
Accuracy
100%
PP
35
No additional effect.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
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
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
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
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack and Defense by 1.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
80
Accuracy
100%
PP
10
Use with Grass or Fire Pledge for added 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
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
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