Horsea (Poké Monday on Wednesday 3/9/16)

Why on Wednesday? Vacation + studies, that’s why.

 RNG (Horsea)

Tier: LC
Type: Water
Base Stats: 30 HP, 40 Atk, 70 Def, 70 Sp.Atk, 25 Sp.Def, 60 Speed
Abilities: Swift Swim, Sniper, Damp (hidden)

Usable moves: Agility, Blizzard, Clear Smog, Disable, Double-Edge, Dragon Dance, Dragon Pulse, Façade, Flash Cannon, Frustration, Hidden Power (Electric, Fighting, Fire, Grass), Hydro Pump, Ice Beam, Outrage, Protect, Rest, Return, Scald, Signal Beam, Sleep Talk, Substitute, Surf, Toxic, Waterfall


Water is the most common type in Little Cup, belonging to roughly 18% of the Pokémon in the tier (44 in count). Because there are so many Water-types, some of which are forces to be reckoned with (notably Chinchou, Carvanha, Corphish, Omanyte, Shellder, and Skrelp), Horsea has a hard time standing out. After all, its bulk is pretty bad overall (although its Defense stat is respectable), its Speed and Special Attack stats are merely average, its Attack stat is unsalvageable, and its movepool is not much more than run-of-the-mill for a Water-type. Sniper with Focus Energy and a Scope Lens may seem cool in theory, considering the trio allows Horsea to deal 2.25 times damage with every attack, but, along with the fact that Focus Energy takes up a valuable moveslot and requires a whole turn to use, the prevalence of Knock Off means that Horsea would fear having its Scope Lens taken out of the equation, in which case it would only have a 50% chance of dealing 2.25 times damage. Plus, its Speed is, again, merely average, meaning that it speed ties with key threats and falls behind faster threats—unless it packs Agility, which also takes up a valuable moveslot and another whole turn.

If there’s anything that makes Horsea even remotely worth using, it’s being a specially offensive Swift Swim user that is slightly faster and stronger than Mantyke (although without the secondary STAB), much faster than Omanyte (enough so to cut it past the likes of Shell Smash Binacle and Jolly Scarf Deerling), and much stronger than Tympole. Even then, taking advantage of Swift Swim is quite difficult, especially considering rain is the only weather that cannot be set in LC through use of an ability (whereas the tier has Vulpix for sun, Hippopotas for sand, and Snover and Amaura for hail).

So, you can lead a Horsea to the waters of LC, but you can’t make it drink the tears of the opposition.


Horsea @ Life Orb
Ability: Swift Swim
Level: 5
EVs: 200 SpA / 80 SpD / 196 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
– Hydro Pump
– Ice Beam
– Hidden Power [Ground]
– Rain Dance

This is the most Horsea can make of what little it has. Hydro Pump is its strongest STAB, Ice Beam covers Grass-types, and Hidden Power Ground lets it hit Dry Skin users (i.e., Croagunk and Helioptile) super-effectively. Rain Dance is put in the final moveslot in case other rain setters are out of commission or its rain is overridden by some other weather.

Swift Swim is the ability of choice for obvious reasons. EVs are focused on Speed and Special Attack for maximum offensive prowess (with Modest nature for maximum power and because a speed-boosting nature is relatively unnecessary with Swift Swim) with the rest thrown into its weaker defense (although throwing them into the superior defense could make it easier to survive and/or set up on physical attackers). Life Orb is the item of choice for the highest damage output with freedom to switch between moves. The cool thing about running Life Orb is that Horsea does not need to reduce its HP IV to reach a Life Orb number (19 HP, which cuts LO recoil down to 1 instead of 2). Shows how petty its HP stat is, though.

Other Options

Hidden Power Grass hits opposing Water-types, but they take just about as much damage from Hydro Pump (except, of course, those with Water Absorb or Storm Drain). That’s about it.

Sample Team – The central idea of this team is rain, and the team went through a few tweaks before the final cut (first because Diglett was in the middle of being suspect tested (i.e., temporarily banned), then because I forgot to put hazards on the team, and then because I noticed that the team was susceptible to Fighting-types).

This team contains:

  • Horsea (set above)
  • Pawniard because it’s a mainstream threat (yeah, that’s about it)
  • Voltorb for rain support and, to some extent, opposing Water-types
  • Mienfoo for Ferroseed (at least that was its original purpose), revenge killing, and just being Mienfoo
  • Kabuto for hazards and hazard control (initially had Waterfall over Stealth Rock until the tweak due to lack of hazards)
  • Trubbish for Fighting-types (and more hazards)

Feedback is always appreciated!

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