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Gyarados

In-battle formes

Base

HP:95
Attack:125
Defense:79
Sp. Atk:60
Sp. Def:100
Speed:81
Min (-ve nature, 0 IVs)150
Default198
Max Neutral261
Max Positive287
Max Neutral (+1)391
Max Positive (+1)430
Max Neutral (+2)522
Max Positive (+2)574
National Dex
Flyinium Z287
Dragon Dance287

Evolutions

Strategies

Written by adem

Flyinium Z

Move 1
Move 2
  • Bounce
    Bounces turn 1. Hits turn 2. 30% paralyze.
    TypeFlying
    CategoryPhysical
    Power85 BP
    Accuracy85%
Move 3
  • Waterfall
    20% chance to make the target flinch.
    TypeWater
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 4
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
  • Power Whip
    No additional effect.
    TypeGrass
    CategoryPhysical
    Power120 BP
    Accuracy85%

Gyarados is a terrifying sweeper due to its combination of Dragon Dance and Moxie letting it snowball through weakened teams after it gets a KO. Its stellar typing allows it to pivot into Ground-type moves and set up, while bluffing a Mega Gyarados set. However, its crippling Stealth Rock weakness alongside a poor initial Speed tier means it struggles to find setup opportunities against a lot of teams. Bounce in conjunction with Flyinium Z allows Gyarados to OHKO erstwhile switch-ins like Grass-types such as Tangrowth, Tapu Bulu, and Amoonguss, which Gyarados lures in. Earthquake allows Gyarados to break through Toxapex easily and reliably stop Magnezone, Mega Mawile, and Tapu Koko from revenge killing it. Power Whip is another option that allows Gyarados to break past Slowbro, Rotom-W and Tapu Fini efficiently, although it is generally inferior to Earthquake due to Gyarados struggling to break past Toxapex, and Power Whip's main targets can be chipped into Earthquake range easily.

Gyarados fits best on hyper offense teams because it often struggles to find multiple setup opportunities, and its reliance on its Z-Move to break through defensive checks means it needs a lot of support from its teammates to clean late-game. Dual screens setters such as Tapu Koko and Grimmsnarl give Gyarados many more setup opportunities than its mediocre bulk otherwise allows. Pokemon that can wear down Gyarados's checks, including bulky Grass- and Flying-types such as Corviknight, Zapdos, and Tangrowth, such as Mega Garchomp and Serperior are great partners. Mega Garchomp in particular is exceptional due to providing an Electric immunity to cover Gyarados's most crippling weakness, as well as greatly appreciating Gyarados luring in bulky Grass-types such as Tangrowth for it. Lastly, leads that deny or remove entry hazards such as Mega Diancie and Excadrill are extremely beneficial to help Gyarados's crippling weakness to Stealth Rock. Taunt users such as Hawlucha, Tapu Koko, and Grimmsnarl are other examples, and they can deny Pokemon like Toxapex recovery to force damage on them.

Dragon Dance

Move 1
Move 2
  • Waterfall
    20% chance to make the target flinch.
    TypeWater
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 3
  • Crunch
    20% chance to lower the target's Defense by 1.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 4
  • Substitute
    User takes 1/4 its max HP to put in a substitute.
    TypeNormal
  • Taunt
    Target can't use status moves its next 3 turns.
    TypeDark
    Accuracy100%
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%

Mega Gyarados's high Attack stat, good offensive typing after Mega Evolution, Dragon Dance, and great ability in Mold Breaker make it a threatening sweeper. Mold Breaker lets it ignore abilities of Pokemon such as Unaware Clefable and Quagsire and Storm Drain Gastrodon, which would normally check it with ease. Mega Gyarados's good typing and base ability Intimidate grant it many setup opportunities to set up with Dragon Dance against foes like Heatran and Mega Scizor and clean late-game. Waterfall neutrally hits Pokemon such as Clefable, Tapu Koko, and Corviknight, and its flinch chance lets Mega Gyarados bypass some of its checks. Crunch hits Water-resistant Pokemon such as Tangrowth and Mega Latias. Substitute offers Mega Gyarados temporary status immunity and lets it avoid Scald burns and Toxic poison from foes like Toxapex, Blissey, and Alomomola. Taunt prevents Pokemon such as Toxapex from removing Mega Gyarados's boosts with Haze and allows it to avoid status from Will-O-Wisp Rotom-W and Toxic Heatran. Earthquake hits Toxapex, Hydreigon, and Rotom-W hard.

Mega Gyarados works best on hyper offense teams. Since it often struggles to find opportunities to set up and gets chipped too easily, dual screens support from Tapu Koko and Grimmsnarl is extremely beneficial. Entry hazard support from dedicated hyper offense leads such as Landorus-T, Excadrill, and Mew wears down Mega Gyarados's checks such as Tangrowth, Toxapex, and Alomamola. Rillaboom, Hawlucha, and Serperior assist Mega Gyarados against faster teams and benefit from it beating bulkier teams. Due to its middling Speed and subpar defensive typing, Mega Gyarados is very vulnerable to being revenge killed by faster Pokemon such as Kartana, Rillaboom, and Hawlucha, so checks to them such as Volcarona, Thundurus-T, and Kommo-o are imperative. Hawlucha is an exceptional partner, as it appreciates Mega Gyarados dealing with bulkier teams and pressuring Zapdos and Toxapex.

Other Options

Waterium Z is another item that allows Gyarados to effectively break through Zapdos and Corviknight after minimal chip damage or in rain, but it gives up the ability to hit Grass-types. Taunt can be used to stop Pokemon such as Toxapex, Ferrothorn, and Clefable from statusing it and deny them from recovery, but it sacrifices an important coverage move. Intimidate can be used over Moxie to give Gyarados more physical bulk, and it allows more setup opportunities against physical attackers such as Mega Scizor and Gliscor, but it is overall much worse because it completely removes Gyarados's snowballing potential. Power Whip can allow Mega Gyarados to hit Tapu Fini and Rotom-W, although it leaves Mega Gyarados vulnerable to status and other threats such as Toxapex.

Checks and Counters

Electric-types: Electric-types such as Rotom-W and Zapdos easily deal with Gyarados's STAB moves and hit it back with their Electric-type STAB move. Other Electric-types such as Tapu Koko, Zeraora, and Thundurus-T can all take a hit and retaliate back, but Zeraora and Tapu Koko are unable to check Earthquake Gyarados reliably.

Bulky Water-types: Water-types such as Tapu Fini, Slowbro, and Toxapex all pressure Gyarados greatly by threatening Scald burns and removing its boosts with Haze. However, a boosted Supersonic Skystrike greatly threatens these Pokemon, as does either Power Whip or Earthquake.

Steel-types: Steel-type Pokemon such as Skarmory and Ferrothorn are a pain for Gyarados to get past, as Skarmory can boost its Defense alongside Gyarados, or just phaze it with Whirlwind. Ferrothorn can hit Gyarados with Leech Seed, and it's tough to break through after Gyarados has used its Z-Move.

Grass-types: Bulky Grass-types such as Amoonguss, Tangrowth, and Ferrothorn can switch into Mega Gyarados's boosted hits and force it out or status it, and offensive Grass-types such as Serperior and Kartana can revenge kill it but struggle to switch in. Tapu Bulu is an exceptional check due to it resisting both of Mega Gyarados's STAB moves and having reliable healing, which allow it to repeatedly force out Mega Gyarados.

Revenge Killers: Pokemon such as Hawlucha, Rillaboom, and Choice Scarf Landorus-T can revenge kill +1 Mega Gyarados, although Landorus-T requires it to be chipped significantly.

Credits

Moves

 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
15
Accuracy
85%
PP
20
Traps and damages the target for 4-5 turns.
 
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
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target's HP is 50% or less.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
Power
65
Accuracy
100%
PP
20
10% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
40
No competitive use.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
10
Dives underwater turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
60
Accuracy
100%
PP
20
30% chance to paralyze the target.
 
Power
Accuracy
PP
20
Raises the user's Attack and Speed by 1.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
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
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
PP
30
No competitive use.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
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
65
Accuracy
95%
PP
15
10% chance to freeze. 10% chance to flinch.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
75
Accuracy
100%
PP
5
2x power if the user had a stat lowered this turn.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
90
Accuracy
85%
PP
10
30% chance to lower the foe(s) accuracy by 1.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
120
Accuracy
85%
PP
10
No additional effect.
 
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
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn the target. Thaws target.
 
Power
25
Accuracy
90%
PP
20
Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
130
Accuracy
100%
PP
10
Raises user's Defense by 1 on turn 1. Hits 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
10
Lowers the PP of the target's last move by 4.
 
Power
Accuracy
PP
40
No competitive use.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
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
40
Accuracy
100%
PP
35
No additional effect.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
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
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
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
40
Accuracy
100%
PP
25
No additional 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
120
Accuracy
50%
PP
5
100% chance to paralyze the target.
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