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Level 25To Pelipper

PelipperLast stage shown

#0279 · GENERATION 3

Pelipper Build Guide

WaterFlying

Rain support and defensive pivot

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Starter moveset

Generation 9 · casual singles · base form

ITEMHeavy-Duty Boots
ABILITYDrizzle
NATUREBold
1
Surf
2
Hurricane
3
Roost
4
U-turn

How to play

Drizzle starts rain on entry, strengthening Water attacks. Hurricane normally skips its accuracy check in rain. Use Roost to recover or U-turn to bring in a rain beneficiary.

Watch out for

Key risk. Electric attacks deal 4× damage. Rain also helps opposing Water attacks and weakens your own Fire moves. Boots do not extend rain duration or reduce direct attacks.

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

Drizzle starts rain on entry, strengthening Water attacks. Hurricane normally skips its accuracy check in rain. Use Roost to recover or U-turn to bring in a rain beneficiary.

An Electric attack is aimed at you

Electric deals 4× to a Water and Flying type, so the rain carrier is punished by the move its own weather helps the opponent aim at. A Ground teammate is the answer, because Electric moves cannot touch a Ground type at all.

The rain is not running

Hurricane is an accuracy-checked move outside the rain, so the storm is the difference between a nuke and a coin flip. Surf stays reliable either way, which is the reason both are on the set.

You want the HP back

Roost heals, and for the rest of that turn it removes the Flying type — the same typing that makes Ground moves harmless. Use it when nothing Ground is about to answer, and note that a removed immunity can end the pivot.

What does a safe pivot mean?

A teammate uses a switching move to bring Pelipper 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

Drizzle starts rain on entry, which strengthens Water attacks for both sides and lets Hurricane skip its accuracy check. The same rain weakens Fire damage, and Heavy-Duty Boots do not extend the weather or soften a direct hit — they only remove the hazard tax.

Watch the tradeoff. Electric attacks deal 4× damage. Rain also helps opposing Water attacks and weakens your own Fire moves. Boots do not extend rain duration or reduce direct attacks.

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

Pelipper or Gyarados?

Gyarados shares Water/Flying typing but offers physical setup and Intimidate instead of starting rain.

Base stats · standard forms in the local Generation 9 dataset
StatPelipperGyarados
HP6095
Attack50125
Defense10079
Sp. Attack9560
Sp. Defense70100
Speed6581

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 Ground teammate covers Electric attacks. Include a teammate that benefits from rain without making every slot dependent on weather.

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: Gyarados

Gyarados shares Water/Flying typing but offers physical setup and Intimidate instead of starting rain.

Read Gyarados guide →

Try Gyarados →

Type matchups

Weak to

Electric4×Rock2×
Resistances and immunities
Fire0.5×Water0.5×Fighting0.5×Ground0×Bug0.5×Steel0.5×

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

HP60
Attack50
Defense100
Sp. Attack95
Sp. Defense70
Speed65

Evolution chain

  1. Wingull#278
  2. Level 25

    Pelipper#279

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

Build your Pelipper team

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

TEAM WORKSPACE

Your team 1 / 6

Team score 51 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#279

Pelipper

WaterFlying
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense84
Defense67
Coverage33
Synergy8

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.

    +33 pts

    Iron Treads

    GroundSteel

    Team score 51 → 84

    Why this Pokémon?
    • Adds Electric resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Electric, Ice, Poison and more
    +30 pts

    Steelix

    SteelGround

    Team score 51 → 81

    Why this Pokémon?
    • Adds Electric resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Electric, Ice, Poison and more
    +30 pts

    Magnezone

    ElectricSteel

    Team score 51 → 81

    Why this Pokémon?
    • Adds Electric resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Water, Ice, Flying and more
    +30 pts

    Excadrill

    GroundSteel

    Team score 51 → 81

    Why this Pokémon?
    • Adds Electric resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Electric, Ice, Poison and more
    +30 pts

    Kartana

    GrassSteel

    Team score 51 → 81

    Why this Pokémon?
    • Adds Electric resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Water, Ice, Fairy
    +29 pts

    Togedemaru

    ElectricSteel

    Team score 51 → 80

    Why this Pokémon?
    • Adds Electric resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Water, Ice, Flying and more

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

    Key insights
    • Electric attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Rock attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Pelipper takes 4× damage from Electric attacks by type.
    • Your own types can hit 6 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
    AttackPelipperWeakResist
    Normal1×00
    Fire½×01
    Water½×01
    Electric4×10
    Grass1×00
    Ice1×00
    Fighting½×01
    Poison1×00
    Ground0×01
    Flying1×00
    Psychic1×00
    Bug½×01
    Rock2×10
    Ghost1×00
    Dragon1×00
    Dark1×00
    Steel½×01
    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
    ElectricNeutral
    Grass✓ Super effective
    IceNeutral
    Fighting✓ Super effective
    PoisonNeutral
    Ground✓ Super effective
    FlyingNeutral
    PsychicNeutral
    Bug✓ Super effective
    Rock✓ Super effective
    GhostNeutral
    DragonNeutral
    DarkNeutral
    SteelNeutral
    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

    1025 Pokémon found · already selected teammates are disabled

    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.