On Wiki Spoiler :D == General == *One of gen 3 and 4's 'go to' pokemon, Swampert has fallen from grace this generation, not quite making the cut for OU and thus slipping down a tier. It's probably because Swampert has barely changed between Generations 4 and 5. *Nevertheless though, Swampert still possesses brilliant typing, wonderful 100/90/90 bulk, and a solid base 110 Attack that hits like a truck. With one weakness and great type coverage, the ol' mud fish shows that it's still got what it takes to succeed. *While tanking sets are still viable, bear in mind that Gliscor, Slowbro and newly buffed Gastrodon all give it competition, but Swampert has something over all of them, namely the ability to survive Water-type attacks (in Gliscor's case), or actual physical firepower (in Gastrodon and Slowbro's case). Slowbro can't beat Tyranitar easily either, something Swampert has little trouble with. *Probably not your first choice for an OU bulky Water, what with Rotom-W, Jellicent and Vaporeon floating around, but Swampert can't be overlooked. *I heard you liek them? == Choice Band == Swampert @ Choice Band / Mystic Water Ability: Torrent EVs: 168 HP / 252 Atk / 88 Spd Adamant nature (+Atk, -SAtk) -Earthquake -Waterfall -Ice Punch / Stone Edge -Superpower / Stone Edge *With a Choice Band, Swampert's meaty base 110 Attack is fully utilised here, hitting the equivalent of 525 Attack and bulldozing literally everything in its path. *The Mystic Water is listed alongside it to bluff the Choice Band and boost Waterfall's power by 20%, although this is rarely recommended. The Leftovers can also be used, but it'll be pretty obvious that Swampert is holding them, and thus any chances of bluffing a Choice Band are nulled. *With the given EVs, Swampert outruns everything up to 4 Speed Skarmory, and can 2HKO it with Waterfall (when raining), while the Attack is maxed out to make the most of that Choice Band, and the remaining 168 EVs are placed into HP for bulk. *Earthquake is the staple STAB, hitting everything that doesn't fly, float or resist (AND have some bulk) for serious damage. Even some resists like Virizion can be 2HKOed by a CB Earthquake. *Waterfall is the secondary STAB, and in the rain it hits even harder than Earthquake, even 2HKOing your average physical walls. However, it's listed in slot 2 instead of slot 1 because rain can't always be relied on in the weather infested tier of OU. *Ice Punch hits Gliscor marginally harder than Earthquake outside of rain (although Waterfall is usually the recommended attack for Gliscor), and also hits the tier's many Dragons for heavy damage, not to mention Grass-types such as Breloom and Celebi. It also boasts brilliant coverage alongside Earthquake, hitting everything you'll ever see in OU bar the rare Bronzong for neutral or better damage (Waterfall in the rain threatens Bronzong enough anyway). *Superpower is listed mainly for Ferrothorn, a common switch-in and would be counter to Swampert. With a little prior damage, Superpower will score a clean OHKO against it. However, as Earthquake also scores a clean 2HKO under the same conditions (as well as avoiding damage from Iron Barbs!), Superpower isn't always needed. Note that it's also very useful against Chansey and Blissey. *Superpower or Ice Punch can be swapped out for Stone Edge if you find yourself never using one of them. Stone Edge also boasts great neutral coverage, and can knock the tier's bulky Flying-types such as Gyarados and Thundurus-T out of the sky. It's also Swampert's best weapon against Rotom-W. *As with all Choice Band sets, prediction is generally required for it to be effective. Don't spam Superpower if there's a Jellicent in the opponent's team, for example, while it's unwise to mindlessly throw Earthquakes around when the opponent has a Latias. Wish support and a calculating mind are ideal for using Choice Band Swampert effectively. == Tank == Swampert @ Leftovers Ability: Torrent EVs: 252 HP / 252 Def / 4 SDef Relaxed nature (+Def, -Spd) -Earthquake -Stealth Rock -Roar / Toxic / Ice Beam -Scald *Except for the addition of the highly useful Scald, Swampert's old tanking set has barely changed at all from gen 4. It's still deceptively bulky, still an absolute nightmare to actually kill without resorting to a Grass move, and still highly effective at accomplishing what it set out to do. *That thing it usually sets out for is setting up entry hazards, check physical threats, and shuffle the opposing team around so it can see what it's up against. *This set is fully physically defensive to best check the many physical threats in the OU tier, such as Landorus (both formes), Dragonite and Scizor among others. Specially defensive can be done instead, as Swampert still remains very physically bulky but can better sponge attacks from the likes of Rotom-W, Volcarona and Jellicent instead. However, Gastrodon tends to pull off specially defensive more efficiently than Swampert. Seismitoad and Quagsire both give Swampert some competition as well, but better overall bulk and a better offensive presence gives Swampert the edge in most situations *Earthquake remains the main STAB, being the sole most powerful move that Swampert has access to. It also lets it beat Jirachi one on one without much trouble (assuming Jirachi doesn't score TOO many flinches), and makes a good move in general to use, with its great power and neutral coverage. *Stealth Rock in slot 2 is a move that Swampert can almost always find time for, unless there are Grass moves being thrown around pretty much constantly. *Roar is the primary option in slot 3 for phazing. It also lets hazard damage stack, can reveal other members of the opponent's team, break Dragonite's Multiscale and stop opposing setup among other useful things, while Toxic is also highly useful for helping to wear down opposing walls, particularly those that lack recovery. If Roar or Toxic don't appeal, Ice Beam is a feasible coverage option to help against Dragons. As this is a physically defensive set, it can happily tank all bar the strongest of Outrages, and then revenge kill with a decently powerful Ice Beam, courtesy of Swampert's respectable base 85 Special Attack. *In the last slot, Scald is highly useful on a tanking set, not only for wearing down physical attackers, but also for having that chance of burning random things on the switch in, and effectively bolstering Swampert's physical bulk even more. A lot of bulky Waters can switch into it, and Gyarados is pretty much the only one in OU that won't like being burned, but other than that it's a very spammable move. *The Leftovers are the listed hold item on this set as Swampert lacks reliable recovery, and thus relies fairly heavily on the Leftovers' passive recovery instead. Protect can be used to let it stack if you can find room for it. == Other Options == *Of all the remaining options in Swampert's movepool, the first that springs to mind is its access to Curse. With its great bulk, formidable Attack and sole weakness, Swampert can utilise Curse very efficiently once all trace of Grass moves have been destroyed. However, a lack of recovery outside of Rest + Sleep Talk will make it difficult for Swampert to last long. Speaking of Rest and Sleep Talk, Swampert can do this viably as well as long as it can avoid Grass moves. Hell, the two can be combined for a physical variant of Crocune, packing Rest, Sleep Talk, Curse and either Waterfall or Earthquake. Just bear in mind that this set is almost too easily walled in OU, and thus isn't recommended. *Swampert is a deceptively viable SubPuncher, having access to both moves plus great typing, bulk and power to use it efficiently. It can even create 101 HP Substitutes thanks to its base 100 HP, meaning they can't be broken by a Seismic Toss or Night Shade. This means that Swampert can set up against Chansey with relative ease, especially if the blob lacks Toxic. A Choice Scarf can be used to patch up Swampert's sluggish base 60 Speed, hitting a maximum of 360. *Swampert has a decent base 85 Special Attack, and a reasonably wide special movepool, consisting of Surf, Hydro Pump, Earth Power, Ice Beam, Focus Blast and various Hidden Powers among others. However, with all the bulky Waters there are in OU - most of which are specially based already - there is little need to give a special Swampert a try. Counter and Mirror Coat are interesting options that Swampert can use well thanks to its great natural bulk. *Wherever Waterfall is listed, Aqua Tail can be used instead if you don't mind the 10% chance of it missing. Apart from Low Kick, Return and the gimmicky Avalanche though, that's about it for Swampert's physical movepool. Lastly, the Rindo Berry is a somewhat viable alternate hold item, to let Swampert lure in a Grass-type and 2HKO it with an Ice move, surviving their Grass STAB thanks to the berry. == Checks and Counters == *As mentioned a few times in the analysis, grass moves are the bane of all Swampert. Literally any STAB Grass move will end it, and nearly all non STAB will too. Common Grass-types in the tier include Breloom, Ferrothorn and Celebi and, although non of them can guarantee to switch in safely, they can all OHKO Swampert with an applicable Grass STAB, be it Bullet Seed (Breloom), Power Whip (Ferrothorn) or Giga Drain (Celebi). Ferrothorn needs to watch out for Superpowers and Earthquakes on the switch in, while Breloom fears predicted Ice Punches. Celebi's bulk keeps it fairly safe, however. *Opposing bulky Waters tend to give Swampert trouble too. Jellicent is immune to both Water and Fighting moves, meaning it can freely switch into Choice Band Swampert 40% of the time (taking all 5 moves into account) and either force it out again, burn it with Will-o-Wisp or even go for the kill with Giga Drain. However, as Swampert is EVd to outrun most Jellicent sets, it's screwed if it switches into an Earthquake, which will have no trouble 2HKOing. Gyarados can tank just about any move apart from the uncommon Stone Edge, and can even set up on Earthquakes with relative ease. Defensive Swampert can beat Gyarados one on one however, as even if it gets Taunted, Swampert can burn it with Scald and render it useless. Rotom-W can't Volt Switch against Swampert, but can wall it pretty efficiently due to resisting Waterfall, Earthquake and Ice Punch, having enough physical bulk not to care about Superpower or Stone Edge, and can cripple Swampert with Will-o-Wisp. *Outside of the rain, Skarmory can tank any physical hit and Roost off the damage. As Swampert is usually EVd to outrun Skarmory too, it doesn't have to worry about when it Roosts either. Choice Specs Politoed's Hydro Pump will absolutely maul a Swampert, but switching in safely and guaranteeing to outrun are both unlikely. If all else fails, repeated offensive pressure will bring Swampert down, as it's not very fast, gets flustered easily, and lacks reliable recovery. Hard hitting moves such as Choice Band Scizor's U-turn and STAB Draco Meteors are generally the best means of doing so.