How to play
Aqua Step raises Speed after a successful hit. Find a safe Swords Dance turn, then use Water and Fighting attacks to apply pressure.
Choose six Pokémon. See your score. Find your next teammate.
Level 16To Quaxwell
Level 36To Quaquaval
QuaquavalLast stage shown
#0914 · GENERATION 9
Physical setup attacker with Speed boosts
Build a Quaquaval team ↓Hover or tap the cards.
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Generation 9 · casual singles · base form
Aqua Step raises Speed after a successful hit. Find a safe Swords Dance turn, then use Water and Fighting attacks to apply pressure.
Key risk. Electric, Grass, Flying, Psychic and Fairy attacks are super effective. Close Combat lowers both defenses; boosting Speed does not guarantee that you outspeed every target.
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
Aqua Step raises Speed after a successful hit. Find a safe Swords Dance turn, then use Water and Fighting attacks to apply pressure.
Use Swords Dance, then attack. Boosting Speed does not guarantee you outspeed every target, and Close Combat’s defense drops make the next switch riskier.
Both are super effective and Quaquaval has no immunity to fall back on. Use the Aqua Step speed or switch out — Leftovers does not turn those matchups even.
A teammate uses a switching move to bring Quaquaval in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.
ITEM & ABILITY
Aqua Step raises Speed after a successful hit, so Quaquaval can overtake an opposing setup instead of racing it afterwards. Close Combat adds damage but lowers both of its own defenses.
Watch the tradeoff. Electric, Grass, Flying, Psychic and Fairy attacks are super effective. Close Combat lowers both defenses; boosting Speed does not guarantee that you outspeed every target.
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 offers a different Water setup attacker with Ground immunity and Intimidate.
| Stat | Quaquaval | Gyarados |
|---|---|---|
| HP | 85 | 95 |
| Attack | 120 | 125 |
| Defense | 80 | 79 |
| Sp. Attack | 85 | 60 |
| Sp. Defense | 75 | 100 |
| Speed | 85 | 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 partner covers Electric attacks. A Steel teammate can resist Grass, Psychic and Fairy attacks.
Immune to Electric attacks; Quaquaval resists Ice.
Resists Grass, Psychic and Fairy; 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 →Gyarados offers a different Water setup attacker with Ground immunity and Intimidate.
Try Gyarados →Typing only. Abilities, items and battle effects can change these matchups.
Level 16
Quaxwell#913Level 36
Quaquaval#914Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.
Start with Quaquaval. 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 53 → 79
Team score 53 → 79
Team score 53 → 78
Team score 53 → 78
Team score 53 → 78
Team score 53 → 77
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 | Quaquaval | 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 | 2× | 1 | 0 |
| Psychic | 2× | 1 | 0 |
| Bug | ½× | 0 | 1 |
| Rock | ½× | 0 | 1 |
| Ghost | 1× | 0 | 0 |
| Dragon | 1× | 0 | 0 |
| Dark | ½× | 0 | 1 |
| Steel | ½× | 0 | 1 |
| Fairy | 2× | 1 | 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.