How to play
Use Calm Mind when you have a safe turn to boost Special Attack and Special Defense. Water and Fairy attacks provide its main coverage.
Choose six Pokémon. See your score. Find your next teammate.
Level 17To Brionne
Level 34To Primarina
PrimarinaLast stage shown
#0730 · GENERATION 7
Special setup attacker
Build a Primarina team ↓Hover or tap the cards.
Custom Pokédex collection.
Generation 9 · casual singles · base form
Use Calm Mind when you have a safe turn to boost Special Attack and Special Defense. Water and Fairy attacks provide its main coverage.
Key risk. Grass, Electric and Poison attacks are super effective. Its low Speed and lack of recovery in this set can make extended exchanges difficult.
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
Use Calm Mind when you have a safe turn to boost Special Attack and Special Defense. Water and Fairy attacks provide its main coverage.
Consider Calm Mind before using Surf or Moonblast. Do not treat the Special Defense boost as protection from physical Grass, Electric or Poison attacks.
Preserve HP rather than forcing another boost. Leftovers recovery is gradual, so bring a partner in when Primarina cannot sustain the incoming hits.
A teammate uses a switching move to bring Primarina in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.
ITEM & ABILITY
Calm Mind raises Special Attack and Special Defense. This set uses Leftovers for gradual recovery, but it has no recovery move and remains slow.
Watch the tradeoff. Grass, Electric and Poison attacks are super effective. Its low Speed and lack of recovery in this set can make extended exchanges difficult.
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
Azumarill shares Water/Fairy typing but uses Huge Power for physical attacks and Aqua Jet priority.
| Stat | Primarina | Azumarill |
|---|---|---|
| HP | 80 | 100 |
| Attack | 74 | 50 |
| Defense | 74 | 80 |
| Sp. Attack | 126 | 60 |
| Sp. Defense | 116 | 80 |
| Speed | 60 | 50 |
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 and resists Poison. A Steel partner can help with Grass and Poison attacks.
Immune to Electric and resists Poison attacks.
Immune to Poison and resists Grass; both need an Electric answer.
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 →Azumarill shares Water/Fairy typing but uses Huge Power for physical attacks and Aqua Jet priority.
Try Azumarill →Typing only. Abilities, items and battle effects can change these matchups.
Level 17
Brionne#729Level 34
Primarina#730Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.
Start with Primarina. 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 56 → 84
Team score 56 → 82
Team score 56 → 80
Team score 56 → 80
Team score 56 → 80
Team score 56 → 80
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 | Primarina | 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 | ½× | 0 | 1 |
| Poison | 2× | 1 | 0 |
| Ground | 1× | 0 | 0 |
| Flying | 1× | 0 | 0 |
| Psychic | 1× | 0 | 0 |
| Bug | ½× | 0 | 1 |
| Rock | 1× | 0 | 0 |
| Ghost | 1× | 0 | 0 |
| Dragon | 0× | 0 | 1 |
| Dark | ½× | 0 | 1 |
| Steel | 1× | 0 | 0 |
| 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 16, 2026. Suggest a correction.