Boosts power of Water-type moves by 50% when at 1/3 HP or less.
Prevents the use of Selfdestruct or Explosion. Prevents Aftermath from doing damage.
Type Tier
Water / Ground UU
Level 100 Statistics (see level 5, 50, 100)
Min- Min Max Max+
- 341 404 -
230 256 319 350
194 216 279 306
185 206 269 295
194 216 279 306
140 156 219 240


For the past two generations, Swampert had been an OU staple. However, this generation, the power creep of OU was just too much for Swampert to handle and Swampert now finds itself in UU for the first time. The environment of last generation's OU is much like that of this generation's UU, meaning Swampert feels right at home in this tier. Swampert makes for a fantastic choice in UU because it combines great bulk, a wonderful defensive typing, a solid movepool, and an often overlooked base 110 Attack stat, serving as one of the best defensive pivots in the UU tier.

Even with that in mind, Swampert has its limitations. First of all, it lacks reliable recovery, which means it cannot stand up to many hits. It also has a terrible quadruple weakness to Grass, so Shaymin and Tangrowth can switch in with impunity. The real problem with using Swampert is knowing how to use him correctly. Swampert is not a wall, but rather a tank; if you try to sponge neutral attacks with the mud fish, then you'll find Swampert's HP dropping to zero far too quickly. However, if you're aware of its typing and take Swampert's limitations into account, then Swampert will be a great asset to your team.

Name Item Ability Nature

Defensive Tank

Leftovers Torrent Relaxed / Impish
Moveset EVs
~ Stealth Rock
~ Scald / Waterfall
~ Earthquake
~ Toxic / Roar
240 HP / 16 Atk / 252 Def

Swampert's claim to fame in previous generations was its great physical bulk, and that hasn't changed this generation. Swampert needs all the physical defense it can get in order to stop some of UU's strongest attackers such as Life Orb Darmanitan and Choice Scarf Flygon. With the nature and EVs listed, Choice Scarf Flygon fails to 2HKO Swampert and Darmanitan can barely 3HKO Swampert after Leftovers recovery. Although there are few dedicated leads in BW2, Swampert works well in the lead position because he can set up Stealth Rock against most Pokemon in UU and will rarely be taken down in one hit. Swampert should use a secondary STAB in the second slot, and Scald and Waterfall are the best choices. Scald has the ability to spread burns, which is devastating for most physical attackers. Waterfall, on the other hand, comes off of Swampert's mighty base 110 Attack. However, Scald's burn can be detrimental for teams that rely heavily on inflicting other status problems. If spreading burn is what your team needs, choose Scald. Otherwise, Waterfall will deal a good amount of damage. Earthquake is Swampert's best attacking move, hitting Fire- and Steel-types such as Darmanitan, Cobalion, and Victini super effectively. In the final spot, Swampert has an array of useful support moves, but the choice usually boils down to Toxic versus Roar. If Scald is your Water-type move, then it's best to go with Roar, as Swampert already spreads status with Scald. Toxic is generally a better choice if Waterfall is your secondary STAB, but it's really a decision based on team preference.

Team Options & Additional Comments >>>
Name Item Nature

Choice Band

Choice Band Adamant
Moveset EVs
~ Earthquake
~ Waterfall
~ Ice Punch
~ Superpower / Stone Edge
208 HP / 252 Atk / 4 SpD / 44 Spe

Choice Band Swampert epitomizes the idea of bulky offense, retaining the offensive set's bulk while cranking the Attack power up to eleven. Earthquake is the main attacking option on Swampert; being so strong that it can even attain an OHKO on Spikes Roserade. For Flying- and Grass-type Pokemon, Swampert can use the consistently powerful Waterfall and Ice Punch, the latter of which is a great coverage move that hits Pokemon weak to Ice just as hard as a neutral Earthquake. Ice Punch will always OHKO Zapdos with Stealth Rock down and has a slight chance to knock it out even without Stealth Rock damage. Superpower rounds out this set by giving Swampert a way to defeat Scrafty, regardless of the set. Stone Edge also works in the fourth slot, but Ice Punch gains equal coverage and the power boost is not worth the lower accuracy. The EVs are straightforward: the Speed EVs let Swampert outspeed Umbreon and base 60 Speed Pokemon that only invest a little in Speed so that none can switch in and stall Swampert. Attack is obviously maximized in order to pack a punch. The remainder of the EVs significantly boost Swampert's bulk, but not enough for Swampert to take powerful STAB attacks repeatedly. Furthermore, there is no Leftovers to boost Swampert's durability, so try to keep Swampert out of the line of fire.

Team Options & Additional Comments >>>
Name Item Nature

Offensive Tank

Leftovers Adamant
Moveset EVs
~ Earthquake
~ Waterfall
~ Ice Punch
~ Stealth Rock / Roar / Toxic
240 HP / 252 Atk / 16 Def

Is Swampert not hitting hard enough? Well, this set is the answer. Offensive Swampert combines Swampert's awesome base 110 Attack and great three-move coverage to hit opposing Pokemon much harder than the defensive set does. However, this additional power comes at the expense of Swampert's bulk. The first three attacks of this set are very straightforward; STAB Earthquake is fantastic coming off of Swampert's 350 Attack, able to fell offensive Roserade in one hit and cause severe damage to defensive Roserade sets. Waterfall is an obvious choice for a second move, as it provides decent power with STAB, and great coverage alongside Earthquake. Ice Punch is a great coverage move, smacking Flygon, Gligar, Zapdos, and Grass-types decently hard. However, note that the only Grass-type that's usually beaten in one hit is Roserade, so the other Grass-types can still switch into Swampert without fearing an OHKO. Unlike the defensive set's Ice Punch, this variant can terrorize Togekiss, scoring a 2HKO. The final moveslot should be dedicated to a support move such as Stealth Rock, Roar, or Toxic. Stealth Rock is great if your team otherwise lacks Stealth Rock support, turning many of your team's 2HKOs into OHKOs. However, a move such as Roar or Toxic can discourage opponents from setting up on Swampert.

Team Options & Additional Comments >>>

Other Options

Curse Swampert has been a standard set for what seems like an eternity, but that set has fallen out of favor as Swampert's bulk just doesn't carry it as far as it used to. Swampert gets Counter and Mirror Coat, which can catch an opponent off guard. Rest and Sleep Talk are Swampert's only form of recovery, but they leave Swampert a sitting duck for three straight turns unless Swampert comes with Heal Bell or Aromatherapy support. Swampert has a decent special movepool, so a Choice Specs set is viable, but there's little point in using moves such as Hydro Pump, Ice Beam, Sludge Wave, and Hidden Power when its fearsome base 110 Attack and awesome physical coverage goes farther. Yawn is worth a mention for forcing switches, but Swampert can force switches well enough with its wonderful typing, great movepool, and Roar.

Checks and Counters

Bulky Grass-types are Swampert's nemeses. Roserade, Shaymin, and Tangrowth can switch into Swampert rather easily and either destroy Swampert in one hit or force it to switch. However, weakened Shaymin and Roserade have to watch out for offensive and Choice Band Ice Punches. Grass-type attacks in general scare Swampert as the mud fish takes quadruple damage from any Grass-type move. Pokemon that commonly run Giga Drain or Hidden Power Grass, such as Yanmega, Zapdos, and Rotom-H, can all come in on an Earthquake or on the revenge kill and beat Swampert with either move. Burns, especially from the omnipresent Scald or from Prankster Sableye, absolutely ruin Swampert because they destroy Swampert's bulk and slash its Attack. Though Swampert has the bulk to take unboosted Scalds all day, it cannot risk a burn. Spikes also wear Swampert down and allow Pokemon such as Sharpedo or Kingdra to break through its defenses. The best way to defeat Swampert is to repeatedly pummel it with strong attacks; it loses most wars of attrition because of its lack of recovery.