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  • SV

Walking Wake

In-battle formes

HP:99
Attack:83
Defense:91
Sp. Atk:125
Sp. Def:83
Speed:109
Min (-ve nature, 0 IVs)200
Default254
Max Neutral317
Max Positive348
Max Neutral (+1)475
Max Positive (+1)522
Max Neutral (+2)634
Max Positive (+2)696
Ubers UU
Choice Specs348

Strategies

Written by Bella

Choice Specs

Move 1
  • Hydro Steam
    During Sunny Day: 1.5x damage instead of half.
    TypeWater
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 2
  • Draco Meteor
    Lowers the user's Sp. Atk by 2.
    TypeDragon
    CategorySpecial
    Power130 BP
    Accuracy90%
Move 3
  • Flamethrower
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 4
  • Flip Turn
    User switches out after damaging the target.
    TypeWater
    CategoryPhysical
    Power60 BP
    Accuracy100%

Thanks to Walking Wake's great STAB combination that threatens out Pokemon like Great Tusk, Giratina, and Palkia-O; great Special Attack and Speed; powerful ability in Protosynthesis; and spammable signature move in Hydro Steam, it is one of Ubers UU's best sun attackers. Flamethrower targets Steel- and Grass-types like Magearna, Zamazenta-C, Arceus-Grass, and Corviknight. Flip Turn allows Walking Wake to take advantage of the switches it forces against Pokemon like Chi-Yu and Landorus and gain momentum for its team. 244 EVs in Special Attack allow Walking Wake to gain a Speed boost under sun, making it a strong cleaner and revenge killer. Tera Water boosts Hydro Steam and Flip Turn, allowing Walking Wake to reach damage thresholds such as OHKOing Mewtwo and Magearna under sun. Walking Wake fits exclusively on sun teams and is mandatory on them. Torkoal is the most automatic partner for Walking Wake, as it sets the sun needed for Walking Wake to be at its fullest potential while also spinning away entry hazards and setting up Stealth Rock to wear down would-be switchins to Walking Wake like Magearna. Great Tusk is also a notable partner, as it removes entry hazards as well and can deal with the Steel-types Waking Wake can struggle against. Other sun wallbreakers like Chi-Yu and Ogerpon-H can break through Walking Wake's checks like Magearna and Blissey and give it an easier time punching holes in the opposing team. Pivots like Landorus-T can create a good pivoting core with Walking Wake.

Credits

Moves

 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
40
Accuracy
100%
PP
20
Usually goes first.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
60
Accuracy
100%
PP
15
100% chance to lower the foe(s) Attack by 1.
 
Power
50
Accuracy
100%
PP
20
100% chance to lower the target's Attack by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
60
Accuracy
100%
PP
20
30% chance to paralyze the target.
 
Power
Accuracy
PP
15
Ally: Crit ratio +1, or +2 if ally is Dragon type.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
20
Raises the user's Attack and Speed by 1.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
100
Accuracy
75%
PP
10
20% chance to make the target flinch.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
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
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
60
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
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
80
Accuracy
100%
PP
15
During Sunny Day: 1.5x damage instead of half.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
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
85
Accuracy
100%
PP
10
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
100%
PP
30
Lowers the target's Attack and Sp. Atk by 1.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
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
5
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn the target. Thaws target.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
55
Accuracy
95%
PP
15
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
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
50
Accuracy
100%
PP
10
Power doubles and type varies in each weather.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
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