
Type: Water/Electric
Stats: 125/70/70/90/90/80 | 525
Abilities: Volt Absorb / Marine Power
Marine Power: Boosts the user’s Sp. Atk by 1.5x under Rain, user loses 1/8 HP at the end of the turn.
Full Movepool: Amnesia, Attract, Blizzard, Bounce, Bubble, Bubble Beam, Charge, Confuse Ray, Curse, Dive, Double Team, Double-Edge, Endure, Facade, Flail, Flash, Frustration, Hail, Heal Bell, Hidden Power, Hydro Pump, Hyper Beam, Ice Beam, Icy Wind, Mimic, Mist, Protect, Psybeam, Rain Dance, Rest, Return, Screech, Secret Power, Shock Wave, Signal Beam, Sleep Talk, Snore, Spark, Spit Up, Stockpile, Substitute, Supersonic, Surf, Swagger, Swallow, Take Down, Thunder, Thunder Wave, Thunderbolt, Toxic, Water Gun, Water Pulse, Waterfall, Whirlpool, Zap Cannon
Role: Bulkier Rain abuser. With its new ability, it can output a large amount of damage under rain. It has a few entry points, namely Metagross Meteor Mash, Kyogre, and Ho-Oh. Under Rain, it can threaten 2HKOes on all of Latios, Metagross, and even Snorlax if you opt for Hydro Pump. It can even almost push a 2HKO on Blissey with Hydro Pump if you have Spikes or some amount of prior chip. Its new addition of Heal Bell allows it to function as a cleric for offense as well.
Checks and Counters: Its relatively low Sp.Atk stat makes it essentially helpless outside of Rain. Ice Beam does a lousy 39% on average to 252/196+ Sp.Def Groudon, and setting up the Sun removes essentially all of its damage output vs the aforementioned targets. Defensively, it struggles heavily to take Physical attacks and will very likely be unable to get a solid footing vs HO structures. Against bulkier structures, it still fails to 2HKO Max HP Latias and its damage output is entirely dependent on you winning the weather war. The brand new Abomasnow is also essentially another hard wall for it, barring HP Fire, which is a really hard move to fit. Not running Volt Absorb also removes traditionally one of its larger entry points in Latios, and instead turns the matchup into a pretty big weakness for it.

Name: Swanna
Type: Water/Flying
Stats: 76/90/73/107/73/112 | 531 BST
Abilities: Hydration / Water Veil
Movepool: Aerial Ace, Air Cutter, Attract, Bubble Beam, Dive, Double Team, Double-Edge, Endeavor, Endure, Facade, Feather Dance, Fly, Frustration, Gust, Hail, Helping Hand, Hidden Power, Hydro Pump, Hyper Beam, Ice Beam, Icy Wind, Mirror Move, Mud Sport, Protect, Quick Attack, Rain Dance, Rest, Return, Secret Power, Sky Attack, Sleep Talk, Snore, Steel Wing, Substitute, Surf, Swagger, Swan Dive, Swift, Thief, Toxic, Uproar, Water Gun, Water Pulse, Water Sport, Whirlpool, Wing Attack
Swan Dive | Flying | 140 BP | 100% Accuracy | 5 PP | User recharges after use. Does not recharge if it KOes.
Role: Relatively fast mixed attacker that utilizes Hydration to have more staying power vs bulkier teams. Can also feasibly use a Choice Band, and the new move allows it to be a sidegrade for Tauros/Dodrio, as it trades their damage for a better typing and Speed.
Checks and Counters: Its damage output is fairly lacking without any kind of way to boost its damage besides pinch berries or Choice Band. It’s also quite frail, and its lackluster defenses leave it very susceptible to both revenging and your opponent just staying in and attacking. Its new move is obviously strong, but it needs significant chip to be a true threat with it.
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