How to play
Set Stealth Rock in a favorable matchup, then attack or use Roar to force an eligible opponent out. Leftovers provides gradual recovery.
Choose six Pokémon. See your score. Find your next teammate.
Level 16To Marshtomp
Level 36To Swampert
SwampertLast stage shown
#0260 · GENERATION 3
Bulky attacker and hazard support
Build a Swampert team ↓Hover or tap the cards.
Custom Pokédex collection.
Generation 9 · casual singles · base form
Set Stealth Rock in a favorable matchup, then attack or use Roar to force an eligible opponent out. Leftovers provides gradual recovery.
Key risk. Grass attacks deal four-times damage. This set has no direct recovery move; repeated hits wear it down. Roar acts late and fails against protected targets or effects that block forced switching.
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
Set Stealth Rock in a favorable matchup, then attack or use Roar to force an eligible opponent out. Leftovers provides gradual recovery.
Roar can phaze it away, but it moves after the hit and fails against protected targets or effects that block forced switching. Check that Swampert survives the turn first.
Grass deals 4× damage to Swampert, and both Earthquake and Liquidation are resisted by it. Bring a teammate in rather than trusting Leftovers to outlast the matchup.
A teammate uses a switching move to bring Swampert in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.
ITEM & ABILITY
Roar forces an eligible opponent out and acts late in the turn, so it cannot undo a boosted attack that already landed. Stealth Rock pressures switching while Leftovers recovers gradually; this set has no direct healing move.
Watch the tradeoff. Grass attacks deal four-times damage. This set has no direct recovery move; repeated hits wear it down. Roar acts late and fails against protected targets or effects that block forced switching.
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
Gastrodon offers Recover and Storm Drain, with a more special attacking approach.
| Stat | Swampert | Gastrodon |
|---|---|---|
| HP | 100 | 111 |
| Attack | 110 | 83 |
| Defense | 90 | 68 |
| Sp. Attack | 85 | 92 |
| Sp. Defense | 90 | 82 |
| Speed | 60 | 39 |
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 Grass-resistant teammate protects its main weakness. Add a faster attacker because Swampert has low Speed.
Resists Grass and provides Ground immunity plus U-turn support.
Resists Grass and adds special damage against Steel opponents.
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 →Gastrodon offers Recover and Storm Drain, with a more special attacking approach.
Try Gastrodon →Typing only. Abilities, items and battle effects can change these matchups.
Level 16
Marshtomp#259Level 36
Swampert#260Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.
Start with Swampert. 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 → 82
Team score 53 → 81
Team score 53 → 81
Team score 53 → 81
Team score 53 → 80
Team score 53 → 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 | Swampert | Weak | Resist |
|---|---|---|---|
| Normal | 1× | 0 | 0 |
| Fire | ½× | 0 | 1 |
| Water | 1× | 0 | 0 |
| Electric | 0× | 0 | 1 |
| Grass | 4× | 1 | 0 |
| Ice | 1× | 0 | 0 |
| Fighting | 1× | 0 | 0 |
| Poison | ½× | 0 | 1 |
| Ground | 1× | 0 | 0 |
| Flying | 1× | 0 | 0 |
| Psychic | 1× | 0 | 0 |
| Bug | 1× | 0 | 0 |
| Rock | ½× | 0 | 1 |
| 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.