Super Pokémon Team Builder

Choose six Pokémon. See your score. Find your next teammate.

Level 30To Tentacruel

TentacruelLast stage shown

#0073 · GENERATION 1

Tentacruel Build Guide

WaterPoison

Specially bulky hazard support

Build a Tentacruel team ↓

Hover or tap the cards.
Custom Pokédex collection.

Starter moveset

Generation 9 · casual singles · base form

ITEMHeavy-Duty Boots
ABILITYClear Body
NATURETimid
1
Surf
2
Sludge Bomb
3
Rapid Spin
4
Toxic Spikes

How to play

Rapid Spin can remove entry hazards from your side and raise Speed if it successfully hits. Toxic Spikes can pressure eligible grounded opponents, while Boots protect Tentacruel on entry.

Watch out for

Key risk. Electric, Ground and Psychic attacks are super effective. Ghost types block Rapid Spin, and grounded Poison types can absorb Toxic Spikes. This set has no healing move.

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

Rapid Spin can remove entry hazards from your side and raise Speed if it successfully hits. Toxic Spikes can pressure eligible grounded opponents, while Boots protect Tentacruel on entry.

Your side is covered in hazards

Use Rapid Spin only when the target cannot block it — a Ghost type turns that into a free hit. Setting Toxic Spikes is the reason to stay in instead.

The opponent can absorb your spikes

Grounded Poison types absorb Toxic Spikes rather than being badly poisoned by them. This set has no healing move, so weigh spinning against layering spikes.

What does a safe pivot mean?

A teammate uses a switching move to bring Tentacruel 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

Rapid Spin clears entry hazards from your side and raises Speed if it successfully hits. Heavy-Duty Boots keep Tentacruel out of hazard damage on entry, and Ghost types block Rapid Spin outright.

Watch the tradeoff. Electric, Ground and Psychic attacks are super effective. Ghost types block Rapid Spin, and grounded Poison types can absorb Toxic Spikes. This set has no healing move.

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

Tentacruel or Toxapex?

Toxapex offers recovery and Regenerator, exchanging Rapid Spin and Speed for a slower defensive role.

Base stats · standard forms in the local Generation 9 dataset
StatTentacruelToxapex
HP8050
Attack7063
Defense65152
Sp. Attack8053
Sp. Defense120142
Speed10035

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 partner covers Electric attacks. A Flying or Steel partner can help cover Ground or Psychic attacks.

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: Toxapex

Toxapex offers recovery and Regenerator, exchanging Rapid Spin and Speed for a slower defensive role.

Read Toxapex guide →

Try Toxapex →

Type matchups

Weak to

Electric2×Ground2×Psychic2×
Resistances and immunities
Fire0.5×Water0.5×Ice0.5×Fighting0.5×Poison0.5×Bug0.5×Steel0.5×Fairy0.5×

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

HP80
Attack70
Defense65
Sp. Attack80
Sp. Defense120
Speed100

Evolution chain

  1. Tentacool#072
  2. Level 30

    Tentacruel#073

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

Build your Tentacruel team

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

TEAM WORKSPACE

Your team 1 / 6

Team score 52 of 100/ 100Fair
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#073

Tentacruel

WaterPoison
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense79
Defense71
Coverage28
Synergy18

Types & base stats only · Not a win probability.

Loading team workspace…

Saved teams · 0

Keep up to 20 teams in this browser. Clearing browser data removes saved teams.

No saved teams yet.

    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.

    +26 pts

    Zarude

    DarkGrass

    Team score 52 → 78

    Why this Pokémon?
    • Adds Electric resistance or immunity
    • Adds Ground resistance or immunity
    • Adds Psychic resistance or immunity
    +26 pts

    Brute Bonnet

    GrassDark

    Team score 52 → 78

    Why this Pokémon?
    • Adds Electric resistance or immunity
    • Adds Ground resistance or immunity
    • Adds Psychic resistance or immunity
    +26 pts

    Ting-Lu

    DarkGround

    Team score 52 → 78

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

    Krookodile

    GroundDark

    Team score 52 → 77

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

    Tapu Bulu

    GrassFairy

    Team score 52 → 77

    Why this Pokémon?
    • Adds Electric resistance or immunity
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Water, Fighting, Dragon and more
    +24 pts

    Gliscor

    GroundFlying

    Team score 52 → 76

    Why this Pokémon?
    • Adds Electric resistance or immunity
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Electric, Fighting, Poison 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.
    • Ground 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.
    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
    AttackTentacruelWeakResist
    Normal1×00
    Fire½×01
    Water½×01
    Electric2×10
    Grass1×00
    Ice½×01
    Fighting½×01
    Poison½×01
    Ground2×10
    Flying1×00
    Psychic2×10
    Bug½×01
    Rock1×00
    Ghost1×00
    Dragon1×00
    Dark1×00
    Steel½×01
    Fairy½×01

    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
    FightingNeutral
    PoisonNeutral
    Ground✓ Super effective
    FlyingNeutral
    PsychicNeutral
    BugNeutral
    Rock✓ Super effective
    GhostNeutral
    DragonNeutral
    DarkNeutral
    SteelNeutral
    Fairy✓ Super effective
    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 16, 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.