
[OVERVIEW]
Wartortle is mostly outclassed by other Pokemon that can keep entry hazard control, such as Armaldo, Pelipper, and Togetic, though Wartortle carries some slight niches that allow it to set itself apart from them, and it can be considered for a teamslot on a defensive team that struggles against entry hazards, even if it's extremely situational. Wartortle is the only spinner in PU that isn't weak to Stealth Rock, though its lack of recovery makes it susceptible to entry hazards, especially Toxic Spikes, and keeps it from repeatedly being able to use Rapid Spin. Wartortle has good bulk enhanced by Eviolite, which allows it to check various threats and find some opportunities to Rapid Spin or cripple foes with Scald and Toxic. Another niche lies in its access to Foresight, as it allows Wartortle to catch Ghost-types that usually switch in on the probable Rapid Spin, such as Misdreavus and Dusknoir, off-guard; however, the most common Ghost-type, Misdreavus, is still able to nullify Wartortle's attempt to use Rapid Spin most of the time because of its access of Taunt, which blocks Foresight, though it can be caught off-guard on the switch in. Unfortunately, Defoggers such as Pelipper and Togetic are often preferred on defensive teams because they can remove entry hazards more reliably. As a last note, Wartortle relies on Eviolite to keep checking strong attackers, and its mediocre offensive presence makes it setup fodder against Pokemon such as Clefairy, Duosion, and Simipour, making it unviable on most teams.
[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Scald
move 3: Foresight
move 4: Toxic
item: Eviolite
ability: Torrent
nature: Bold
evs: 248 HP / 252 Def / 8 SpD
[SET COMMENTS]
Moves
========
Rapid Spin is the main reason Wartortle is used and allows it to remove entry hazards from your side of the field. Scald is Wartortle's main STAB and attacking move, which also has a good chance to burn physical attackers. Foresight makes Wartortle able to pull off a Rapid Spin even against Ghost-types, such as Misdreavus and Gourgeist. Toxic is used to cripple walls and limit the foe's longevity, further supporting Wartortle's teammates.
Set Details
========
The given EVs along with a Bold nature are used to maximize Wartortle's physical bulk, which is the preferred choice, to better take on physical attackers. A specially defensive spread of 248 HP / 8 Def / 252 SpD can also be used in order to check special attackers such as Poliwrath, Floatzel, and Simipour better. Eviolite further increases Wartortle's bulk, allowing it to be a solid check to most physical attackers. Torrent empowers Scald when Wartortle's health is low. Rain Dish could be useful to provide some recovery, but rain is rather niche and Wartortle is outclassed by other Pokemon such as Pelipper and Swanna in that playstyle.
Usage Tips
========
When entry hazards are on your own side of the field, Wartortle's main task is removing them, unless the opponent carries a Ghost-type. If the opponent carries a Ghost-type, Wartortle should use Foresight and remove entry hazards with Rapid Spin the turn after. To make up for Rapid Spin's momentum loss, Wartortle should rely on double switches and a slow Volt Switch, U-turn, or Baton Pass. Toxic should be used early-game to cripple foes from the start, and it should be used against walls, such as Grumpig and Hypno, and Pokemon that resist Water-type attacks, such as Poliwrath and Pelipper. If entry hazards are set up on your side of the field, Wartortle should be switched in against physical attackers it can check, such as Mightyena and Ursaring, and then proceed to use Rapid Spin. Wartortle should not be switched in on special attackers, as it doesn't carry enough Special Defense EVs, making it easier for Wartortle to get KOed or worn down by them. Wartortle should be wary about taking too many hits, especially if it is needed later in the game, as it doesn't carry any form of recovery. Wartortle should also be careful about switching in on Pokemon that carry Knock Off, such as Pawniard, as they can remove its Eviolite, making Wartortle more frail.
Team Options
========
Wartortle fits best on balanced and defensively oriented teams, as it provides a lot of utility and is a solid check for physical attackers, while it is completely momentum-draining for offensive teams. Volt Switch, U-turn, and Baton Pass users such as Probopass, Rotom-F, and Togetic help Wartortle, making up for its loss of momentum. Rotom-F and Togetic also appreciate the removal of Stealth Rock. Special walls such as Lickilicky and Hypno can tank special attacks for Wartortle and provide Wish support to help Wartortle live longer, and they appreciate the removal of entry hazards, especially Toxic Spikes. Cleric support from Pokemon such as Misdreavus and Grumpig allows Wartortle to get rid of status ailments, especially poison, and increases its durability. Roselia has good synergy with Wartortle, as it resists both of Wartortle's weaknesses and is able to absorb status for Wartortle thanks to Natural Cure. Other Grass-types, such as Gourgeist and Tangela, can switch in on offensive Grass-types such as Torterra and Leafeon, which threaten Wartortle. Ground-types, such as Piloswine, Golem, and Stunfisk, can switch in on Electric-type attacks and are therefore appreciated by Wartortle.
[STRATEGY COMMENTS]
Other Options
=============
Seismic Toss provides consistent damage and pairs well with Foresight to hit Ghost-types; it can also break most Substitutes, but Scald is better in most situations because of its chance to burn foes. Yawn can be used to force switches, preventing setup sweepers, such as Carracosta and Barbaracle, from being dangerous, though Scald and Toxic can cripple them already. Haze also helps with dealing with setup sweepers, removing their boosts, even if they are behind a Substitute. Rest gives Wartortle a form of recovery, though it is rather risky and therefore should be be used in conjunction with cleric support. Counter + Mirror Coat can be used to catch strong attackers off-guard, but Wartortle would have to give up important moves and it relies on prediction.
Checks and Counters
===================
**Grass-types**: Grass-types such as Tangela, Roselia, and Gourgeist can either put Wartortle to sleep and prevent it from using Rapid Spin, use Leech Seed on it, or directly KO it with one of their super effective STAB moves. Roselia can also take advantage of Wartortle by forcing its switch and setting up entry hazards. Offensive Grass-types such as Leafeon and Torterra can also use Wartortle as setup fodder, but they hate getting burned.
**Electric-types**: Electric-types such as Zebstrika, Raichu, and Rotom-F can KO Wartortle easily with one of their STAB moves. They can switch in on the turn Wartortle goes for Rapid Spin or Scald and either force it out or OHKO it with Thunderbolt. They can also use Wartortle to gain momentum with Volt Switch.
**Setup Sweepers**: Pokemon that can set up, especially those behind a Substitute, such as Leafeon and Klang, take advantage of Wartortle's poor offensive presence and use it as setup fodder, though they can't set up if Wartortle is running Haze.
**Residual Damage**: Statuses such as poison and burn and entry hazards, especially Toxic Spikes, can cripple Wartortle, make it unable to continually switch in on attacks, and put it in KO range for strong physical attackers such as Stoutland.
**Knock Off Users**: Wartortle relies on its Eviolite to be bulky, so Knock Off users such as Pawniard can hinder Wartortle's bulk by taking Eviolite away from it, though they don't appreciate getting burned.
**Misdreavus**: Even if Wartortle has access to Foresight to use Rapid Spin against most Ghost-types, the most common one, Misdreavus, is able to Taunt Wartortle and block its Rapid Spin attempt, and it can also KO Wartortle with ease with Thunderbolt or set up on it.
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