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.
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Level 30To Tentacruel
TentacruelLast stage shown
#0073 · GENERATION 1
Specially bulky hazard support
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Generation 9 · casual singles · base form
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.
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.
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
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.
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.
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.
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
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
Toxapex offers recovery and Regenerator, exchanging Rapid Spin and Speed for a slower defensive role.
| Stat | Tentacruel | Toxapex |
|---|---|---|
| HP | 80 | 50 |
| Attack | 70 | 63 |
| Defense | 65 | 152 |
| Sp. Attack | 80 | 53 |
| Sp. Defense | 120 | 142 |
| Speed | 100 | 35 |
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 Flying or Steel partner can help cover Ground or Psychic attacks.
Immune to Electric; Tentacruel resists Ice attacks.
Immune to Ground and resists Psychic; 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 →Toxapex offers recovery and Regenerator, exchanging Rapid Spin and Speed for a slower defensive role.
Try Toxapex →Typing only. Abilities, items and battle effects can change these matchups.
Level 30
Tentacruel#073Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.
Start with Tentacruel. 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 52 → 78
Team score 52 → 78
Team score 52 → 78
Team score 52 → 77
Team score 52 → 77
Team score 52 → 76
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 | Tentacruel | Weak | Resist |
|---|---|---|---|
| Normal | 1× | 0 | 0 |
| Fire | ½× | 0 | 1 |
| Water | ½× | 0 | 1 |
| Electric | 2× | 1 | 0 |
| Grass | 1× | 0 | 0 |
| Ice | ½× | 0 | 1 |
| Fighting | ½× | 0 | 1 |
| Poison | ½× | 0 | 1 |
| Ground | 2× | 1 | 0 |
| Flying | 1× | 0 | 0 |
| Psychic | 2× | 1 | 0 |
| Bug | ½× | 0 | 1 |
| Rock | 1× | 0 | 0 |
| Ghost | 1× | 0 | 0 |
| Dragon | 1× | 0 | 0 |
| Dark | 1× | 0 | 0 |
| Steel | ½× | 0 | 1 |
| Fairy | ½× | 0 | 1 |
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.