Competitive Information for Alomomola [Black/White]

Competitive Pokemon Black/White Movesets and Strategies for Alomomola alomomola
Base Stats for Alomomola

Water

Abilities:
HydrationHydration: This Pokemon has its status cured at the end of each turn if Rain Dance is active.
,
HealerHealer: 30% chance of curing an adjacent ally's status at the end of each turn.
,
RegeneratorRegenerator: This Pokemon restores 1/3 of its maximum HP, rounded down, when it switches out.


Evolutions / Family:
Alomomola

Weakness Chart for Water-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
  
  
  
2x
  
0.5x
  
  
2x
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
0.5x
  
  
  
  
0.5x
0.5x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for AlomomolaVisit Serebii's Pokedex for location, breeding, and other game details about AlomomolaVisit Bulbapedia for more information about AlomomolaVisit Pikalytics for competitive usage stats on Alomomola

Movesets for Singles


What is a good competitive moveset for Alomomola? These builds have been optimized for Pokemon competing in Black/White Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Black/White generation metagame.


Common team mates for Alomomola in Pokemon Black/White:

LatiosMagnezoneTyranitarGliscorExcadrillBlisseyEspeonDonphanSwanna


Alomomola is a marvelous Water-typed Pokemon. It's a pretty common sight to see Alomomola out in the 5th generation battlefield. Alomomola's only type-related weaknesses are Electric and Grass.


Species: Alomomola
Item: Leftovers
Ability: Regenerator
Nature: Calm (+SpD, -Atk)
EVs: 252 Hp / 4 Def / 252 SpD
Moveset:
- Calm Mind / Rest
- Protect
- Toxic
- Wish

Special Wall Alomomola (Analytic)

Alomomola is a remarkable Special Wall. It is designed to take a substantial amount of hits from special attacks while dealing some decent damage. Leftovers are always a great recovery option to ensure Alomomola last longer regaining it's it's health every turn. With Regenerator, Alomomola restores 1/3 of its maximum hp rounded down when it switches out.

Calm Mind is a status move (raises your Alomomola's special attack and special defense by 1 stage).
Rest is a status move (Alomomola sleeps 2 turns and restores hp and status).
Protect is a status move (prevents moves from affecting your Alomomola this turn).
Toxic is a status move (badly poisons the target).
Wish is a status move (next turn, 50% of your Alomomola's max hp is restored).

Note: This moveset is considered Taunt bait! It is highly recommended you typically have atleast one move that does actual damage!




Species: Alomomola
Item: Leftovers
Ability: Regenerator
Nature: Bold (+Def, -Atk)
EVs: 104 Hp / 252 Def / 4 SpA / 136 SpD / 12 Spe
Moveset:
- Scald
- Protect
- Toxic
- Wish

Double Wall Alomomola (Analytic)

Alomomola is an extraordinary Double Wall. It's purpose is to have enough defenses and bulk to take both physical and special hits. Leftovers are always a great recovery option to ensure Alomomola last longer regaining it's it's health points every turn. With Regenerator, Alomomola restores 1/3 of its maximum hp rounded down when it switches out.

Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target).
Protect is a status move (prevents moves from affecting your Alomomola this turn).
Toxic is a status move (badly poisons the target).
Wish is a status move (next turn, 50% of your Alomomola's max hp is restored).




Species: Alomomola
Item: Life Orb
Ability: Hydration
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Waterfall / Dive
- Return / Facade
- Wake-Up Slap
- Knock Off

Physical Sweeper Alomomola (Hydration)

Alomomola is a decent Physical Sweeper. This moveset is designed to take down the opponent's team with brute physical power. With Hydration, Alomomola has its status cured at the end of each turn if rain dance is active. Facade's damage doubles when the user has a status affliction.

Waterfall is a physical STAB-boosted 80-base power Water-type move (20% chance to flinch the target).
Dive is a physical STAB-boosted 80-base power Water-type move (dives underwater turn 1, strikes turn 2).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Facade is a physical 70-base power Normal-type move (power doubles if Alomomola is burn/poison/paralyzed).
Wake-Up Slap is a physical 60-base power Fighting-type move (power doubles if target is asleep, and wakes it).
Knock Off is a physical 20-base power Dark-type move (removes the target's held item).




Species: Alomomola
Item: Leftovers
Ability: Regenerator
Nature: Impish (+Def, -SpA)
EVs: 248 Hp / 244 Def / 16 Spe
Moveset:
- Wish
- Protect
- Waterfall
- Toxic

Alomomola Physical Wall (Toxic Wishing Alomomola)

Alomomola is popular Physical Wall. This moveset attempts to take a nice amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Alomomola last longer regaining it's HP every turn. With Regenerator, Alomomola restores 1/3 of its maximum hp rounded down when it switches out.

Wish is a status move (next turn, 50% of your Alomomola's max hp is restored).
Protect is a status move (prevents moves from affecting your Alomomola this turn).
Waterfall is a physical STAB-boosted 80-base power Water-type move (20% chance to flinch the target).
Toxic is a status move (badly poisons the target).




Species: Alomomola
Item: Life Orb
Ability: Hydration
Nature: Brave (+Atk, -Spe)
EVs: 252 Atk / 252 Def
Moveset:
- Aqua Jet
- Rain Dance
- Return
- Attract

Alomomola Physical Tank (Fatal Attraction)

Alomomola is a wonderful Physical Tank. It's primary goal is to take a decent amount of physical hits while dealing some decent damage. With Hydration, Alomomola has its status cured at the end of each turn if rain dance is active.

Aqua Jet is a physical STAB-boosted priority-increased 40-base power Water-type move (usually goes first).
Rain Dance is a status move (for 5 turns, heavy rain powers water moves).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Attract is a status move (a target of the opposite gender gets infatuated).



Movesets for Doubles


What is a good doubles moveset for Alomomola? These builds have been optimized for Black/White Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Black/White generation metagame.


Common team mates for Alomomola in Pokemon Black/White:

LatiosMagnezoneTyranitarGliscorExcadrillBlisseyEspeonDonphanSwanna


Species: Alomomola
Item: Life Orb
Ability: Healer
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Waterfall / Dive
- Return / Facade
- Wake-Up Slap
- Knock Off

Doubles Physical Sweeper Alomomola (Healer)

Alomomola is popular Physical Sweeper. It's meant to take down the opponent's team with brute physical power. With Healer, 30% chance of curing an adjacent ally's status at the end of each turn. Facade's damage doubles when the user has a status affliction.

Waterfall is a physical STAB-boosted 80-base power Water-type move (20% chance to flinch the target).
Dive is a physical STAB-boosted 80-base power Water-type move (dives underwater turn 1, strikes turn 2).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Facade is a physical 70-base power Normal-type move (power doubles if Alomomola is burn/poison/paralyzed).
Wake-Up Slap is a physical 60-base power Fighting-type move (power doubles if target is asleep, and wakes it).
Knock Off is a physical 20-base power Dark-type move (removes the target's held item).



Movepool


Wondering what moves can Alomomola learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Blizzard
120
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Brine
65
100%
10
Power doubles if the target's HP is 50% or less.
Hydro Pump
120
80%
5
No additional effect.
Ice Beam
95
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Mirror Coat
--
100%
20
If hit by special attack, returns double damage.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Scald
80
100%
15
30% chance to burn the target.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Surf
95
100%
15
Hits adjacent Pokemon. Double damage on Dive.
Water Pulse
60
100%
20
20% chance to confuse the target.
Aqua Jet
40
100%
20
Usually goes first.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Dive
80
100%
10
Dives underwater turn 1, strikes turn 2.
Double Slap
15
85%
10
Hits 2-5 times in one turn.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Knock Off
20
100%
20
Removes the target's held item.
Pound
40
100%
35
No additional effect.
Return
--
100%
20
Max 102 power at maximum Happiness.
Wake-Up Slap
60
100%
10
Power doubles if target is asleep, and wakes it.
Waterfall
80
100%
15
20% chance to flinch the target.
Aqua Ring
--
--
20
User recovers 1/16 max HP per turn.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Hail
--
--
10
For 5 turns, hail crashes down.
Heal Pulse
--
--
10
Heals the target by 50% of its max HP.
Healing Wish
--
--
10
User faints. Replacement is fully healed.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Mist
--
--
30
For 5 turns, protects user's party from stat drops.
Pain Split
--
--
20
Shares HP of user and target equally.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Refresh
--
--
20
User cures its burn, poison, or paralysis.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Soak
--
100%
20
Changes the target's type to Water.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Tickle
--
100%
20
Lowers the target's Attack and Defense by 1.
Toxic
--
90%
10
Badly poisons the target.
Water Sport
--
--
15
Weakens Fire-type attacks to 1/3 their power.
Wide Guard
--
--
10
Protects allies from multi-target hits this turn.
Wish
--
--
10
Next turn, 50% of the user's max HP is restored.

Combo List


These are a list of several common move combinations Alomomola can perform in Black/White. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive BW Move and Ability Combos for Alomomola

Create a build


Have an idea in mind for Alomomola that you'd like to test? Customize the IVs, EVs and their Black/White moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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