Competitive Information for Wooper [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Wooper wooper
Base Stats for Wooper

Water / Ground

Abilities:
DampDamp: Prevents Explosion/Mind Blown/Self-Destruct/Aftermath while this Pokemon is active.
,
Water AbsorbWater Absorb: This Pokemon heals 1/4 of its max HP when hit by Water moves; Water immunity.
,
UnawareUnaware: This Pokemon ignores other Pokemon's stat stages when taking or doing damage.


Evolutions / Family:
Wooper
Quagsire

Weakness Chart for Water/Ground-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
  
0x
  
  
0.5x
  
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
4x
  
  
  
0.5x
  
0.5x
0.5x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for WooperVisit Serebii's Pokedex for location, breeding, and other game details about WooperVisit Bulbapedia for more information about Wooper

Movesets for Singles


What is a good competitive moveset for Wooper? These builds have been optimized for Pokemon competing in Sun/Moon 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 Sun/Moon generation metagame.


Wooper is pretty popular Water and Ground-typed Pokemon. Wooper is not a Pokemon anyone usually expects sees on the battlefield. Wooper's only type-related weakness is Grass.


Species: Wooper
Item: Groundium Z / Life Orb
Ability: Water Absorb
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Earthquake / Stomping Tantrum
- Aqua Tail / Waterfall
- Double-Edge / Return
- Ice Punch

Physical Sweeper Wooper (Water Absorb)

Wooper is an awesome Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Focus Sash helps protect Wooper from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Wooper's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Water Absorb, Wooper heals 1/4 of its max hp when hit by water moves; water immunity.

Earthquake is a physical STAB-boosted 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Stomping Tantrum is a physical STAB-boosted 75-base power Ground-type move (power doubles if your Wooper's last move failed).
Aqua Tail is a physical STAB-boosted 90-base power Water-type move that deals a considerable amount of damage.
Waterfall is a physical STAB-boosted 80-base power Water-type move (20% chance to flinch the target).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).




Species: Wooper
Item: Eviolite
Ability: Unaware
Nature: Impish (+Def, -SpA)
EVs: 32 Hp / 252 Def / 224 Spe
Moveset:
- Encore
- Protect
- Earthquake / Return
- Double Kick

Wooper Physical Wall (Tank Fish)

Wooper is a fabulous Physical Wall. It is meant to take a good amount of physical hits while dealing some decent damage. Wooper is not a Pokemon anyone usually expects sees on the battlefield until Eviolte was added to the mix. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. With Unaware, Wooper ignores other pokemon's stat stages when taking or doing damage.

Encore is a status move (target repeats its last move for its next 3 turns).
Protect is a status move (prevents moves from affecting your Wooper this turn).
Earthquake is a physical STAB-boosted 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Double Kick is a physical 30-base power Fighting-type move (hits 2 times in one turn).



Movesets for Doubles


What is a good doubles moveset for Wooper? These builds have been optimized for Sun/Moon 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 Sun/Moon generation metagame.


Species: Wooper
Item: Groundium Z / Life Orb
Ability: Water Absorb
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Earthquake / Bulldoze
- Aqua Tail / Waterfall
- Double-Edge / Return
- Ice Punch

Doubles Physical Sweeper Wooper (Water Absorb)

Wooper is a remarkable Physical Sweeper. It's goal is to take down the opponent's team with brute physical power. Focus Sash helps protect Wooper from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Wooper's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Water Absorb, Wooper heals 1/4 of its max hp when hit by water moves; water immunity.

Earthquake is a physical STAB-boosted 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Bulldoze is a physical STAB-boosted 60-base power Ground-type move (100% chance lower adjacent pkmn speed by 1 stage).
Aqua Tail is a physical STAB-boosted 90-base power Water-type move that deals a hefty amount of damage.
Waterfall is a physical STAB-boosted 80-base power Water-type move (20% chance to flinch the target).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).



Movepool


Wondering what moves can Wooper 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
Acid Spray
40
100%
20
100% chance to lower the target's Sp. Def by 2.
Ancient Power
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Blizzard
110
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Earth Power
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Ice Beam
90
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Infestation
20
100%
20
Traps and damages the target for 4-5 turns.
Mud Bomb
65
85%
10
30% chance to lower the target's accuracy by 1.
Mud Shot
55
95%
15
100% chance to lower the target's Speed by 1.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Muddy Water
90
85%
10
30% chance to lower the foe(s) accuracy by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Scald
80
100%
15
30% chance to burn the target. Thaws target.
Sludge Bomb
90
100%
10
30% chance to poison the target.
Sludge Wave
95
100%
10
10% chance to poison adjacent Pokemon.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Spit Up
--
100%
10
More power with more uses of Stockpile.
Surf
90
100%
15
Hits adjacent Pokemon. Double damage on Dive.
Water Gun
40
100%
25
No additional effect.
Water Pulse
60
100%
20
20% chance to confuse the target.
Whirlpool
35
85%
15
Traps and damages the target for 4-5 turns.
Aqua Tail
90
90%
10
No additional effect.
Body Slam
85
100%
15
30% chance to paralyze the target.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Dive
80
100%
10
Dives underwater turn 1, strikes turn 2.
Double Kick
30
100%
30
Hits 2 times in one turn.
Double-Edge
120
100%
15
Has 33% recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Slam
80
75%
20
No additional effect.
Stomping Tantrum
75
100%
10
Power doubles if the user's last move failed.
Waterfall
80
100%
15
20% chance to flinch the target.
After You
--
--
15
The target makes its move right after the user.
Amnesia
--
--
20
Raises the user's Sp. Def by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Eerie Impulse
--
100%
15
Lowers the target's Sp. Atk by 2.
Encore
--
100%
5
Target repeats its last move for its next 3 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Guard Swap
--
--
10
Swaps Defense and Sp. Def changes with target.
Hail
--
--
10
For 5 turns, hail crashes down.
Haze
--
--
30
Eliminates all stat changes.
Mimic
--
--
10
The last move the target used replaces this one.
Mist
--
--
30
For 5 turns, protects user's party from stat drops.
Mud Sport
--
--
15
For 5 turns, Electric-type attacks have 1/3 power.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Recover
--
--
10
Heals the user by 50% of its max HP.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Sandstorm
--
--
10
For 5 turns, a sandstorm rages.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Stockpile
--
--
20
Raises user's Defense, Sp. Def by 1. Max 3 uses.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Swallow
--
--
10
Heals the user based on uses of Stockpile.
Tail Whip
--
100%
30
Lowers the foe(s) Defense by 1.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Yawn
--
--
10
Puts the target to sleep after 1 turn.

Combo List


These are a list of several common move combinations Wooper can perform in Sun/Moon. 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 SM Move and Ability Combos for Wooper

Create a build


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



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