#0503
Samurott

Samurott

Water

Abilities

  • Torrent Boosts the power of the Pokémon's Water-type moves by 50% when its HP drops to 1/3 or less of its max.
  • Shell Armor Hidden Attacks landed on the Pokémon will never be critical hits.

Stat Points

HP
95
ATK
100
DEF
85
Sp. Atk
108
Sp. Def
70
SPE
70

Weakness and Resistance

2x ⦿ Super Effective
Grass Electric
1x – Normal
Normal Fighting Poison Ground Flying Psychic Bug Rock Ghost Dragon Dark Fairy
0.5x △ Resists
Fire Water Ice Steel

Learnable Moves (58)

Name Type Category Power PP Description
Aerial Ace physical 60 20 This move never misses.
Air Slash special 75 16 Has a 30% chance of making the target flinch.
Aqua Cutter physical 70 20 This move has a 1-stage Critical-Hit Ratio Boost.
Aqua Jet physical 40 20 —
Aqua Tail physical 90 12 —
Assurance physical 60 12 This move's power is doubled if the target has already taken damage during the turn this move is used.
Avalanche physical 60 12 This move's power is doubled if the target has already dealt damage to the user with a move in the same turn.
Blizzard special 110 8 Has a 10% chance of freezing the target.
Body Slam physical 85 16 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.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Chilling Water special 50 20 Lowers the target's Attack stat by 1 stage.
Copycat status - 20 The user mimics the move that was last used. This move fails if no other move has been used yet.
Detect status - 8 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.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Dive physical 80 12 The user gains the Submerged status on the turn this move is used, where the Pokémon cannot be hit by most moves and is unaffected by terrain, then attacks on the following turn.
Drill Run physical 80 12 This move has a 1-stage Critical-Hit Ratio Boost.
Encore status - 8 Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status.
Endure status - 12 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.
Facade physical 70 20 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.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Flip Turn physical 60 20 After attacking, the user switches out of battle to be replaced by another party Pokémon.
Focus Energy status - 20 The user gains a 2-stage Critical-Hit Ratio Boost.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Hydro Cannon special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Hydro Pump special 110 8 —
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ice Beam special 90 12 Has a 10% chance of freezing the target.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Iron Tail physical 100 16 Has a 30% chance of lowering the target's Defense stat by 1 stage.
Knock Off physical 65 20 This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Liquidation physical 85 12 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Megahorn physical 120 12 —
Night Slash physical 70 20 This move has a 1 stage Critical-Hit Ratio Boost.
Protect status - 8 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.
Rain Dance status - 8 Summons rain for 5 turns.
Razor Shell physical 75 12 Has a 50% chance of lowering the target's Defense stat by 1 stage.
Rest status - 8 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.
Round special 60 16 If multiple Pokémon 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.
Sacred Sword physical 90 16 This move ignores the target's stat changes when dealing damage.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Screech status - 20 Lowers the target's Defense stat by 2 stages.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Smart Strike physical 70 12 This move never misses.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Snowscape status - 8 Summons snow for 5 turns.
Soak status - 20 Changes the target's type to Water.
Substitute status - 12 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.
Superpower physical 120 8 Lowers the user's Attack and Defense stats by 1 stage.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Upper Hand physical 65 16 Makes the target flinch. This move fails if the target isn't about to use a priority move.
Vacuum Wave special 40 20 —
Water Pulse special 60 20 Has a 20% chance of confusing the target.
Waterfall physical 80 16 Has a 20% chance of making the target flinch.
Whirlpool special 35 16 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out. This move's power is doubled if the target has the Submerged status.
X-Scissor physical 80 16 —