Samurott
Rank #235![]()
HP
170
Atk
120
Def
105
SpA
128
SpD
90
Spe
90
Total703
Usage Format
Samurott Abilities
All Samurott Forms
| Name | Type | HP | Atk | Def | SpA | SpD | Spe | Total | Wt |
|---|
| 170 | 120 | 105 | 128 | 90 | 90 | 703 | 94.6 | ||
| 165 | 128 | 100 | 120 | 85 | 105 | 703 | 58.2 |
Samurott Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Samurott Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 52.2% | Protect | — | ∞ | 8 | +4 | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | ||
| 37% | Hydro Pump | 110 | 80 | 8 | 0 | — | ||
| 35.2% | Sacred Sword | 90 | 100 | 16 | 0 | This move ignores the target’s stat changes when dealing damage. | ||
| 33.1% | Aqua Jet | 40 | 100 | 20 | +1 | — | ||
| 26.9% | Vacuum Wave | 40 | 100 | 20 | +1 | — | ||
| 25% | Surf | 90 | 100 | 16 | 0 | This move’s power is doubled against targets that have the Submerged status. | ||
| 20.4% | Ice Beam | 90 | 100 | 12 | 0 | Has a 10% chance of freezing the target. | ||
| 20.4% | Blizzard | 110 | 70 | 8 | 0 | Has a 10% chance of freezing targets. This move never misses in snow. | ||
| 18.1% | Soak | — | 100 | 20 | 0 | Changes the target’s type to Water. | ||
| 14.6% | Grass Knot | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Swords Dance | — | ∞ | 20 | 0 | Boosts the user’s Attack stat by 2 stages. | ||
| — | Body Slam | 85 | 100 | 16 | 0 | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Dig | 80 | 100 | 12 | 0 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | ||
| — | Screech | — | 85 | 20 | 0 | Lowers the target’s Defense stat by 2 stages. | ||
| — | Focus Energy | — | ∞ | 20 | 0 | The user gains a 2-stage Critical-Hit Ratio Boost. | ||
| — | Waterfall | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Rest | — | ∞ | 8 | 0 | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | ||
| — | Substitute | — | ∞ | 12 | 0 | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | ||
| — | Thief | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Scary Face | — | 100 | 12 | 0 | Lowers the target’s Speed stat by 2 stages. | ||
| — | Icy Wind | 55 | 95 | 16 | 0 | Lowers targets’ Speed stats by 1 stage. | ||
| — | Detect | — | ∞ | 8 | +4 | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | ||
| — | Endure | — | ∞ | 12 | +4 | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | ||
| — | Sleep Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Megahorn | 120 | 85 | 12 | 0 | — | ||
| — | Encore | — | 100 | 8 | 0 | Gives the target the Encore status. | ||
| — | Iron Tail | 100 | 75 | 16 | 0 | Has a 30% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Rain Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Whirlpool | 35 | 85 | 16 | 0 | Gives the target the Bound status. This move’s power is doubled if the target has the Submerged status. | ||
| — | Facade | 70 | 100 | 20 | 0 | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. | ||
| — | Taunt | — | 100 | 20 | 0 | Gives the target the Taunted status. | ||
| — | Helping Hand | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Superpower | 120 | 100 | 8 | 0 | Lowers the user’s Attack and Defense stats by 1 stage. | ||
| — | Brick Break | 75 | 100 | 16 | 0 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | ||
| — | Knock Off | 65 | 100 | 20 | 0 | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. | ||
| — | Dive | 80 | 100 | 12 | 0 | The user gains the Submerged status on the turn this move is used, then attacks on the following turn. | ||
| — | Hydro Cannon | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Aerial Ace | 60 | ∞ | 20 | 0 | This move never misses. | ||
| — | Water Pulse | 60 | 100 | 20 | 0 | Has a 20% chance of confusing the target. | ||
| — | Assurance | 60 | 100 | 12 | 0 | This move’s power is doubled if the target has already taken damage during the turn this move is used. | ||
| — | Fling | — | 100 | 12 | 0 | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | ||
| — | Copycat | — | ∞ | 20 | 0 | The user mimics the move that was last used. This move fails if no other move has been used yet. | ||
| — | Night Slash | 70 | 100 | 20 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Aqua Tail | 90 | 90 | 12 | 0 | — | ||
| — | Air Slash | 75 | 95 | 16 | 0 | Has a 30% chance of making the target flinch. | ||
| — | X-Scissor | 80 | 100 | 16 | 0 | — | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Avalanche | 60 | 100 | 12 | -4 | This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn. | ||
| — | Round | 60 | 100 | 16 | 0 | If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. | ||
| — | Bulldoze | 60 | 100 | 20 | 0 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Drill Run | 80 | 95 | 12 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Razor Shell | 75 | 95 | 12 | 0 | Has a 50% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Smart Strike | 70 | ∞ | 12 | 0 | This move never misses. | ||
| — | Liquidation | 85 | 100 | 12 | 0 | Has a 20% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Flip Turn | 60 | 100 | 20 | 0 | After attacking, the user switches out of battle to be replaced by another party Pokemon. | ||
| — | Snowscape | — | ∞ | 8 | 0 | Summons snow for 5 turns. | ||
| — | Chilling Water | 50 | 100 | 20 | 0 | Lowers the target’s Attack stat by 1 stage. | ||
| — | Aqua Cutter | 70 | 100 | 20 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Upper Hand | 65 | 100 | 16 | +3 | Makes the target flinch. This move fails if the target isn’t about to use a priority move. |