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Snaelstrom

NOTE: This non-official Pokemon was created as part of the Create-A-Pokemon project, and is only usable on our Pokemon Showdown server.

In-battle formes

HP:91
Attack:94
Defense:110
Sp. Atk:80
Sp. Def:97
Speed:63
Min (-ve nature, 0 IVs)117
Default162
Max Neutral225
Max Positive247
Max Neutral (+1)337
Max Positive (+1)370
Max Neutral (+2)450
Max Positive (+2)494
Create-A-Pokemon
Physically Defensive162

Evolutions

Strategies

  • en
Formats:
  • CAP
Written by Jho

Overview

Snaelstrom's respectable bulk is offset by its lack of reliable recovery, weakness to Stealth Rock, and general passivity. Despite Snaelstrom being one of the sturdiest checks to Equilibra, it struggles to find a place on most teams due to its overreliance on the combination of Poison Heal and Spiky Shield for recovery. This makes Snaelstrom incredibly easy to wear down and very easy for common threats such as Tornadus-T and Krilowatt to take advantage of. This is further amplified by its poor typing, which gives it a weakness to Stealth Rock and makes it difficult for Snaelstrom to come in often. On top of this, Snaelstrom's typing also means it cannot effectively check Heatran, which many other bulky Water-types can. As a result, Snaelstrom is severely outclassed, particularly by specially defensive Kommo-o which provides a Water-type resistance and Stealth Rock support while also beating Equilibra and boasting a better matchup versus common Pokemon such as Heatran, Ash-Greninja, and Kartana.

Physically Defensive

Move 1
Move 2
  • Scald
    30% chance to burn the target. Thaws target.
    TypeWater
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 3
Move 4
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%

This set aims to make use of Snaelstrom's ability to come in on Equilibra and use it as an opportunity to either set up Stealth Rock or spread status with Scald and Toxic. Scald allows Snaelstrom to have some form of offensive presence, deterring threats such as Kartana and Mega Tyranitar from switching into it directly. The given bulk allows Snaelstrom to take two hits from Choice Band Kartana most of the time, giving it more chances to burn it with Scald. Alternatively, Snaelstrom can run maximum Special Defense with a Calm nature in order to more consistently wear down defensive Tornadus-T. Due to Snaelstrom's poor typing, it cannot consistently check Pokemon such as Heatran, Ash-Greninja, and Volkraken. As a result of this, other defensive Water-types such as Toxapex, Arghonaut, and Rotom-W are often preferred. On top of this, other Stealth Rock setters such as Tomohawk and the aforementioned Kommo-o share Snaelstrom's ability to beat Equilibra while also being better checks to threats such as Kartana, Excadrill, Mega Tyranitar, and Heatran.

Credits

Moves

 
Power
Accuracy
PP
20
Raises the user's Defense by 2.
 
Power
40
Accuracy
100%
PP
20
Usually goes first.
 
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
Accuracy
PP
5
Prevents the target from switching out.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target's HP is 50% or less.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
40
No competitive use.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
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
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
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
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
PP
10
Heals the target by 50% of its max HP.
 
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
150
Accuracy
90%
PP
5
User cannot move next turn.
 
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
No additional effect. Hits adjacent foes.
 
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
20
Accuracy
100%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
80
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
85
Accuracy
100%
PP
10
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
10
For 5 turns, all held items have no effect.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
90
Accuracy
85%
PP
10
30% chance to lower the foe(s) accuracy by 1.
 
Power
25
Accuracy
95%
PP
20
Hits 2-5 times in one turn.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
100%
PP
20
If using a Fire move, target loses 1/4 max HP.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
10
Transfers the user's status ailment to the target.
 
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
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn the target. Thaws target.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
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
Protects from moves. Contact: loses 1/8 max HP.
 
Power
Accuracy
PP
15
Target's foes' moves are redirected to it this turn.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
Accuracy
PP
20
Lowers Speed of grounded foes by 1 on switch-in.
 
Power
50
Accuracy
100%
PP
20
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
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
20
Raises the user's Attack by 2.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
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
65
Accuracy
100%
PP
10
Power doubles if the target is poisoned.
 
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
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
PP
10
For 5 turns, all Defense and Sp. Def stats switch.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
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