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Level 34To Hippowdon

HippowdonLast stage shown

#0450 · GENERATION 4

Hippowdon Build Guide

Ground

Physical defense and sand support

Build a Hippowdon team ↓

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Custom Pokédex collection.

Starter moveset

Generation 9 · casual singles · base form

ITEMLeftovers
ABILITYSand Stream
NATUREImpish
1
Earthquake
2
Slack Off
3
Stealth Rock
4
Whirlwind

How to play

Sand Stream starts a sandstorm on entry. Use favorable physical matchups to set Stealth Rock or recover with Slack Off; Whirlwind can force an eligible setup attacker out.

Watch out for

Key risk. Water, Grass and Ice attacks are super effective. Sand damages unprotected teammates and does not give Ground types the Rock-type Special Defense boost. Whirlwind acts late and can be blocked.

About this example

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

When to attack, set up or switch

Sand Stream starts a sandstorm on entry. Use favorable physical matchups to set Stealth Rock or recover with Slack Off; Whirlwind can force an eligible setup attacker out.

A Rock-type special attacker arrives

Sand raises Rock-type Special Defense, not Ground, so Hippowdon gets the chip and none of the bonus. Water, Grass and Ice each deal 2× and are the types that actually decide the switch.

You want the setup attacker removed

Whirlwind acts after the opponent’s move and fails against a Substitute, so it is a turn that taxes a sweeper rather than a guaranteed answer. Earthquake is the damage that does not have that problem.

The hazard turn comes up

Stealth Rock and Slack Off both want the same free switch, and Electric moves cannot touch Hippowdon, so the immune switch-in is the usual place to spend it. Leftovers pays on the turns it is not healing.

What does a safe pivot mean?

A teammate uses a switching move to bring Hippowdon in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.

ITEM & ABILITY

How this build works

Sand Stream starts the storm on entry, and the sand chips every Pokémon that is not Rock, Ground or Steel — its own teammates included. Slack Off is the heal that lets it take a physical hit and stay in, and the storm never raises a Ground type’s Special Defense.

Watch the tradeoff. Water, Grass and Ice attacks are super effective. Sand damages unprotected teammates and does not give Ground types the Rock-type Special Defense boost. Whirlwind acts late and can be blocked.

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

Hippowdon or Swampert?

Swampert offers Water typing and hazard support without starting sand or using Slack Off.

Base stats · standard forms in the local Generation 9 dataset
StatHippowdonSwampert
HP108100
Attack112110
Defense11890
Sp. Attack6885
Sp. Defense7290
Speed4760

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.

Teammate ideas

A Steel teammate can resist Grass and avoid sand damage. Check that other teammates tolerate sand and can handle special attackers.

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 →
Alternative: Swampert

Swampert offers Water typing and hazard support without starting sand or using Slack Off.

Read Swampert guide →

Try Swampert →

Type matchups

Weak to

Water2×Grass2×Ice2×
Resistances and immunities
Electric0×Poison0.5×Rock0.5×

Typing only. Abilities, items and battle effects can change these matchups.

HP108
Attack112
Defense118
Sp. Attack68
Sp. Defense72
Speed47

Evolution chain

  1. Hippopotas#449
  2. Level 34

    Hippowdon#450

Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.

Build your Hippowdon team

Start with Hippowdon. Add teammates and compare your type-and-base-stat score.

TEAM WORKSPACE

Your team 1 / 6

Team score 48 of 100/ 100Fair
Generate a random team
Gen 9 · National Dex · Casual Settings & scope
Format scope · casual planning

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.

SLOT 01#450

Hippowdon

Ground
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense79
Defense60
Coverage28
Synergy17

Types & base stats only · Not a win probability.

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    FIND A BETTER FIT

    Recommended Pokémon

    Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.

    +25 pts

    Volcarona

    BugFire

    Team score 48 → 73

    Why this Pokémon?
    • Adds Grass resistance or immunity
    • Adds Ice resistance or immunity
    • Adds super-effective coverage against Grass, Ice, Psychic and more
    +25 pts

    Primarina

    WaterFairy

    Team score 48 → 73

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Ice resistance or immunity
    • Adds super-effective coverage against Fighting, Ground, Dragon and more
    +25 pts

    Blacephalon

    FireGhost

    Team score 48 → 73

    Why this Pokémon?
    • Adds Grass resistance or immunity
    • Adds Ice resistance or immunity
    • Adds super-effective coverage against Grass, Ice, Psychic and more
    +25 pts

    Enamorus

    FairyFlying

    Team score 48 → 73

    Why this Pokémon?
    • Adds Grass resistance or immunity
    • Adds super-effective coverage against Grass, Fighting, Bug and more
    • Defense 60 → 75
    +25 pts

    Chi-Yu

    DarkFire

    Team score 48 → 73

    Why this Pokémon?
    • Adds Grass resistance or immunity
    • Adds Ice resistance or immunity
    • Adds super-effective coverage against Grass, Ice, Psychic and more
    +24 pts

    Zapdos

    ElectricFlying

    Team score 48 → 72

    Why this Pokémon?
    • Adds Grass resistance or immunity
    • Adds super-effective coverage against Water, Grass, Fighting and more
    • Defense 60 → 76

    Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.

    Key insights
    • Grass attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Ice attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Your own types can hit 5 of 18 single-type targets super effectively. Actual move coverage can differ.
    • No teammate has a base Speed of 100 or higher. Consider adding a faster option.
    Detailed type analysis · all 18 types

    Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.

    Incoming damage by attacking type
    AttackHippowdonWeakResist
    Normal1×00
    Fire1×00
    Water2×10
    Electric0×01
    Grass2×10
    Ice2×10
    Fighting1×00
    Poison½×01
    Ground1×00
    Flying1×00
    Psychic1×00
    Bug1×00
    Rock½×01
    Ghost1×00
    Dragon1×00
    Dark1×00
    Steel1×00
    Fairy1×00

    Offensive type coverage

    Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.

    NormalNeutral
    Fire✓ Super effective
    WaterNeutral
    Electric✓ Super effective
    GrassResisted
    IceNeutral
    FightingNeutral
    Poison✓ Super effective
    GroundNeutral
    FlyingImmune target
    PsychicNeutral
    BugResisted
    Rock✓ Super effective
    GhostNeutral
    DragonNeutral
    DarkNeutral
    Steel✓ Super effective
    FairyNeutral
    How is the score calculated?

    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.

    Choose Pokémon · Slot 1

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    Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only

    Sources & guide notes

    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 21, 2026. Suggest a correction.

    Disclaimer: This is an unofficial fan-made tool, not affiliated with or endorsed by The Pokémon Company, Nintendo, Creatures or GAME FREAK. Pokémon names, artwork and type symbols belong to their respective owners.

    Scores and recommendations are casual planning estimates based on typing and base stats, not win probabilities or guarantees. Moves, abilities, items and competitive rules can change actual results. Read the methodology and limitations.