How to play
Find a safe Dragon Dance turn, then use the three damaging moves. Sheer Force boosts their power by removing their secondary effects; qualifying attacks also avoid Life Orb recoil.
Choose six Pokémon. See your score. Find your next teammate.
Level 18To Croconaw
Level 30To Feraligatr
FeraligatrLast stage shown
#0160 · GENERATION 2
Physical setup attacker
Build a Feraligatr team ↓Hover or tap the cards.
Custom Pokédex collection.
Generation 9 · casual singles · base form
Find a safe Dragon Dance turn, then use the three damaging moves. Sheer Force boosts their power by removing their secondary effects; qualifying attacks also avoid Life Orb recoil.
Key risk. Sheer Force removes Liquidation’s Defense drop, Ice Punch’s freeze chance and Crunch’s Defense drop. It does not remove every attack effect or guarantee a knockout. Grass and Electric attacks threaten it.
This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.
BATTLE PLAN
Find a safe Dragon Dance turn, then use the three damaging moves. Sheer Force boosts their power by removing their secondary effects; qualifying attacks also avoid Life Orb recoil.
Use Dragon Dance, then attack. Sheer Force does not guarantee a knockout, so confirm the target actually takes damage from Liquidation, Ice Punch or Crunch before you commit.
Both are super effective against Water. A boosted Feraligatr that switches out gives its Dragon Dance back, so weigh taking the hit against resetting the boosts.
A teammate uses a switching move to bring Feraligatr in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.
ITEM & ABILITY
Sheer Force raises the power of qualifying attacks by removing their secondary effects, and those attacks avoid Life Orb recoil. The trade strips Liquidation’s and Crunch’s Defense drops and Ice Punch’s freeze chance.
Watch the tradeoff. Sheer Force removes Liquidation’s Defense drop, Ice Punch’s freeze chance and Crunch’s Defense drop. It does not remove every attack effect or guarantee a knockout. Grass and Electric attacks threaten it.
These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.
COMPARE YOUR OPTIONS
Gyarados adds Ground immunity and Intimidate, but has a four-times Electric weakness.
| Stat | Feraligatr | Gyarados |
|---|---|---|
| HP | 85 | 95 |
| Attack | 105 | 125 |
| Defense | 100 | 79 |
| Sp. Attack | 79 | 60 |
| Sp. Defense | 83 | 100 |
| Speed | 78 | 81 |
Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.
A Ground teammate covers Electric attacks. A Steel teammate resists Grass and helps create setup opportunities.
Electric immunity and Stealth Rock support complement physical setup.
Resists Grass and offers priority when Dragon Dance is unsafe.
These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.
Compare computed teammate suggestions →Gyarados adds Ground immunity and Intimidate, but has a four-times Electric weakness.
Try Gyarados →Typing only. Abilities, items and battle effects can change these matchups.
Level 18
Croconaw#159Level 30
Feraligatr#160Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.
Start with Feraligatr. Add teammates and compare your type-and-base-stat score.
Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.
Types & base stats only · Not a win probability.
Keep up to 20 teams in this browser. Clearing browser data removes saved teams.
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FIND A BETTER FIT
Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.
Team score 44 → 72
Team score 44 → 72
Team score 44 → 71
Team score 44 → 71
Team score 44 → 70
Team score 44 → 70
Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.
Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.
| Attack | Feraligatr | Weak | Resist |
|---|---|---|---|
| Normal | 1× | 0 | 0 |
| Fire | ½× | 0 | 1 |
| Water | ½× | 0 | 1 |
| Electric | 2× | 1 | 0 |
| Grass | 2× | 1 | 0 |
| Ice | ½× | 0 | 1 |
| Fighting | 1× | 0 | 0 |
| Poison | 1× | 0 | 0 |
| Ground | 1× | 0 | 0 |
| Flying | 1× | 0 | 0 |
| Psychic | 1× | 0 | 0 |
| Bug | 1× | 0 | 0 |
| Rock | 1× | 0 | 0 |
| Ghost | 1× | 0 | 0 |
| Dragon | 1× | 0 | 0 |
| Dark | 1× | 0 | 0 |
| Steel | ½× | 0 | 1 |
| Fairy | 1× | 0 | 0 |
Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.
Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.
Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.
Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.
Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only
Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.
Starter moveset reviewed October 6, 2026; battle notes added October 20, 2026. Suggest a correction.