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  • SV

Ceruledge

In-battle formes

HP:75
Attack:125
Defense:80
Sp. Atk:60
Sp. Def:100
Speed:85
Min (-ve nature, 0 IVs)157
Default206
Max Neutral269
Max Positive295
Max Neutral (+1)403
Max Positive (+1)442
Max Neutral (+2)538
Max Positive (+2)590
OverUsed
Swords Dance (Adamant)269
Swords Dance (Jolly)295

Evolutions

Strategies

Written by GrimtheImpy

Swords Dance

Move 1
Move 2
  • Bitter Blade
    User recovers 50% of the damage dealt.
    TypeFire
    CategoryPhysical
    Power90 BP
    Accuracy100%
Move 3
  • Shadow Sneak
    Usually goes first.
    TypeGhost
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1
Move 4
  • Poltergeist
    Fails if the target has no held item.
    TypeGhost
    CategoryPhysical
    Power110 BP
    Accuracy90%
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%

With Swords Dance, Weak Armor, and an excellent STAB combination, Ceruledge is an explosive setup sweeper and late-game cleaner. Swords Dance allows Ceruledge to reach various damage thresholds such as OHKOing Ogerpon-W with Bitter Blade and Dragapult with Shadow Sneak. Bitter Blade is a reliable STAB option with no drawback that has the additional benefit of allowing Ceruledge to recover HP, which lets it survive revenge kill attempts and gives it even more setup opportunities. Shadow Sneak allows Ceruledge to finish off faster and weakened foes like Ogerpon-W and Dragapult if Weak Armor hasn't been activated yet. Poltergeist gives Ceruledge a powerful STAB move that allows it to OHKO Galarian Slowking and offensive Gholdengo without needing to set up; additionally, at +2, Poltergeist is very likely to OHKO most Kyurem and Pecharunt sets. Close Combat is a strong coverage option that, in combination with Bitter Blade and Shadow Sneak, provides Ceruledge with perfect coverage for the tier, allowing it to hit Hisuian Samurott, Roaring Moon, and Garganacl, which would otherwise wall it. On sun teams, Ceruledge should run Solar Blade with Tera Grass to devastate its typical checks such as Alomomola and Dondozo. If Ceruledge opts to run a Jolly nature, it can outspeed Gholdengo as well as, after a Weak Armor boost, +1 Speed Iron Valiant and Roaring Moon, but it causes Ceruledge to miss out on KOs Adamant would otherwise net such as guaranteed OHKOing Garganacl with a +2 Close Combat. Tera Ghost enhances the strength of Poltergeist and Shadow Sneak while also allowing Ceruledge to remove its weaknesses to Water- and Ground-type attacks from common foes such as Great Tusk, Ogerpon-W, and Glimmora. When running Close Combat, Tera Fighting is recommended to enhance its power, which lets Ceruledge secure an OHKO on Ting-Lu after a Swords Dance. Tera Fighting also grants Ceruledge Rock and Dark resistances, allowing it to turn the tables on Dark-type foes like Kingambit and Hisuian Samurott while decreasing the damage it takes from Stealth Rock.

Ceruledge's offensive tools means it best fits on hyper offense teams where it finds its home as a sweeper that appreciates entry hazards and the presence of other sweepers such as Roaring Moon, Gholdengo, and Darkrai. Great Tusk and Iron Treads are excellent partners; both offer reliable hazard control to keep Ceruledge's Focus Sash intact, while Ceruledge can eliminate their common checks. Ceruledge also pairs well with hazard setters such as Glimmora and Hisuian Samurott, which can allow Ceruledge to secure KOs it would fall short of, especially when utilizing a Jolly nature, such as OHKOing Ting-Lu and Garganacl with a +2 non-Tera Fighting Close Combat. Additionally, Ceruledge can deny Rapid Spin from opposing Iron Treads and Great Tusk while threatening Corviknight. Ceruledge generally appreciates special sweepers such as Calm Mind Iron Valiant and Raging Bolt, threatening its checks and counters such as Garganacl and Dragonite. In return, Ceruledge can handle Blissey and Galarian Slowking, which would otherwise deny a sweep from these special sweepers. Ceruledge is also a consideration on sun teams alongside a setter in Ninetales or Torkoal, since Ceruledge becomes extremely threatening with sun-boosted Bitter Blade paired with Solar Blade, the latter of which rips apart its usual checks in Great Tusk and Alomomola. Walking Wake and Ceruledge form a nearly unwallable duo, as Walking Wake can deal heavy damage to Pokemon that would otherwise wall Ceruledge like Dragonite and Zamazenta. Other sun partners such as Slither Wing and Hatterene provide pivoting and other utility that can support a Ceruledge sweep. Another hyper offense archetype Ceruledge can fit on is Sticky Web teams with setters like Ribombee and Araquanid. On these teams, Ceruledge acts as a spinblocker and sweeper that pairs excellently with its previously mentioned teammates.

Credits

Moves

 
Power
Accuracy
PP
15
User and ally swap positions; using again can fail.
 
Power
30
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
90
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
Accuracy
PP
40
No competitive use.
 
Power
50
Accuracy
PP
15
Resets all of the target's stat stages to 0.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
5
If an opponent knocks out the user, it also faints.
 
Power
Accuracy
100%
PP
20
For 4 turns, disables the target's last move used.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
40
Accuracy
100%
PP
25
10% chance to burn the target.
 
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
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil. 10% chance to burn. Thaws user.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target has a status ailment.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn adjacent Pokemon.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
100%
PP
15
Does damage equal to the user's level.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
90
Accuracy
100%
PP
10
Disappears turn 1. Hits turn 2. Breaks protection.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
110
Accuracy
90%
PP
5
Fails if the target has no held item.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
15
Protects allies from priority attacks this turn.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
125
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
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
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
85%
PP
15
Burns the target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
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