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Feraligatr

In-battle formes

HP:85
Attack:105
Defense:100
Sp. Atk:79
Sp. Def:83
Speed:78
Min (-ve nature, 0 IVs)144
Default192
Max Neutral255
Max Positive280
Max Neutral (+1)382
Max Positive (+1)420
Max Neutral (+2)510
Max Positive (+2)560
OverUsed
Swords Dance280

Evolutions

Strategies

  • en
Formats:
Written by MetaNite and zapper22001

Overview

For years, Feraligatr has been unable to distinguish itself in a metagame where Gyarados dominated. In the 4th generation, Feraligatr still struggles to make it onto a competitive team due to its lack of any outstanding stats. Feraligatr does manage to differentiate itself from Gyarados, however, with its neutrality to Stealth Rock and access to Swords Dance. While it lacks the raw power that Gyarados wields, it makes up for it with the capacity to boost its Attack twice as fast.

Swords Dance

Move 1
Move 2
  • Waterfall
    20% chance to make the target flinch.
    TypeWater
    CategoryPhysical
    Power80 BP
    Accuracy100%
  • Aqua Tail
    No additional effect.
    TypeWater
    CategoryPhysical
    Power90 BP
    Accuracy90%
Move 3
  • Aqua Jet
    Usually goes first.
    TypeWater
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1
Move 4
  • Return
    Max 102 power at maximum Happiness.
    TypeNormal
    CategoryPhysical
    Accuracy100%

Feraligatr has always been in Gyarados's shadow in the OU environment. Feraligatr has Swords Dance to boost its Attack twice as fast as Gyarados, though, and priority Aqua Jet to hit faster foes. Feraligatr easily OHKOes defensive Rotom-A, who has next to no chance of OHKOing back with Thunderbolt, even after Stealth Rock damage. Even if Rotom-A tries to burn Feraligatr with Will-O-Wisp, Lum Berry is there to remedy the status. Return complements Feraligatr's Water-type STAB, hitting every Pokemon in the OU metagame for neutral damage, with the exception of Empoleon. Furthermore, Vaporeon and Suicune cannot do enough damage to Feraligatr before being forced to recover; Vaporeon is likely to be 2HKOed by Return, while defensive Suicune is 3HKOed. An unboosted Hidden Power Electric from either of them is only a 3HKO, allowing Feraligatr to get another Swords Dance under its belt. Aqua Jet is Feraligatr's weapon against faster Pokemon such as Heatran, Gengar, Jolteon, and Choice Scarf Tyranitar; however, you will need residual damage to guarantee the OHKOs on said Pokemon.

Because of Feraligatr's pure Water typing, Electric-type attacks do not completely mutilate it like they do Gyarados. For instance, common revenge killers such as Choice Scarf Jirachi and even Life Orb Starmie cannot reliably OHKO Feraligatr. Another big selling point for Feraligatr is its ability, Torrent. Because of its natural bulk, many attacks can't do enough damage to Feraligatr to OHKO it, usually leaving Feraligatr with just enough HP to activate Torrent.

Aqua Tail is a viable alternative to Waterfall; with it, Feraligatr can OHKO Rotom-A after Stealth Rock damage and 2HKO Skarmory. However, if you use Aqua Tail for its added power, you will have to forgo Waterfall's perfect accuracy and the possibility of a flinch. Lum Berry is a good item, but it won't always help your sweep. Mystic Water is a useful alternative if you'd like a slightly smaller power boost to Feraligatr's STAB moves without the recoil of Life Orb. Life Orb gives you a lot of extra power, but sacrifices Feraligatr's natural bulk. A Jolly nature allows Feraligatr to outpace Naive Heatran, Adamant Lucario, and Adamant Gyarados. An Adamant nature is perfectly viable, however, as Feraligatr could use the slight boost in power against bulky Water-types. There is no need to max Speed with an Adamant nature, as Feraligatr is usually naturally faster or slower than the Pokemon in its speed tier. Pokemon such as Skarmory, Metagross, and Breloom rarely maximize their Speed, so Feraligatr only needs enough to beat defensive Rotom-A.

Entry hazards are extremely helpful for Feraligatr, as they guarantee some vital KOs, especially those with Aqua Jet. With a layer or two of Spikes, Aqua Jet will have no problem OHKOing Heatran and Mamoswine after a Swords Dance. Skarmory and Forretress are recommended as partners for Feraligatr as they are reliable at setting up Spikes, but beware Skarmory's shared weakness to Electric-type attacks. Forretress can also set up Toxic Spikes to deter Celebi and Vaporeon, who can cause problems for Feraligatr. A Pursuit user will be extremely helpful, as Starmie is a big threat to Feraligatr; it is faster, can survive a +2 Aqua Jet, and can KO with Thunderbolt after some residual damage. Tyranitar brings in an unwanted Sandstorm, but if you don't mind that, it is a great choice since it can also counter the troublesome Zapdos and Rotom-A. Scizor is a decent check to Gengar and Starmie and can weaken enemy walls with U-turn. Gliscor can set up Stealth Rock, counter Lucario, and even lure in Pokemon whom Feraligatr can set up on, such as Gyarados, Suicune, and Vaporeon. If Gliscor uses U-turn as they switch in, you can get Feraligatr in completely unharmed and proceed to set up.

Feraligatr can work well as a lure for defensive Pokemon so other sweepers will have an easier time sweeping. Gyarados often has trouble with Rotom-A, Suicune, and Vaporeon, but if you can weaken them with Feraligatr, Gyarados can then finish off the enemy team. A Pursuit user such as Tyranitar will be all to prevent both sweepers from succumbing to revenge killers. Choice Scarf Flygon would be most helpful as a revenge killer, absorbing Thunderbolts and checking Dragon Dance Dragonite. Heatran can be used as an additional lure, further weakening Water-type switch-ins with Hidden Power Grass while handily checking most Jirachi.

Other Options

Feraligatr has a few additional moves that haven't been mentioned yet. Earthquake can be useful for hitting Metagross and Jirachi super effectively but otherwise has inferior coverage compared to Waterfall and Return. Feraligatr learns Dragon Dance, but that is better left to Gyarados, which, despite having a weakness to Stealth Rock, is faster, hits harder, and has Intimidate.

Checks and Counters

Most of the Pokemon that counter Dragon Dance Gyarados check Feraligatr as well. If Rotom-A is faster than Feraligatr, it can survive an Aqua Jet and KO with Thunderbolt. Slower Rotom-A variants need to be wary, however, as a +2 Aqua Tail may OHKO after Stealth Rock. Choice Scarf Rotom-A is a great revenge killer to take down Feraligatr after it has set up. Zapdos is in a similar boat as Rotom-A; if it outspeeds Feraligatr then it will surely win, but if not, it risks being OHKOed. Vaporeon can counter Feraligatr if it has Toxic or Roar, but takes a lot of damage from Return. RestTalk Gyarados is a great counter thanks to Intimidate and Roar to phaze Feraligatr. Shaymin and Celebi also counter Feraligatr well, but shouldn't risk using Leech Seed or Thunder Wave as Feraligatr can 2HKO with Return.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
40
Accuracy
100%
PP
20
Usually goes first.
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
120
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, even if the target is immune.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
80
Accuracy
100%
PP
10
Dives underwater turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 1/3 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
20
Raises the user's Attack and Speed by 1.
 
Power
90
Accuracy
100%
PP
10
No additional effect.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Power doubles on Dig.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
10
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
120
Accuracy
80%
PP
5
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
95
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to freeze. 10% chance to flinch.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
15
Weakens Electric-type attacks to 1/2 their power.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
120
Accuracy
100%
PP
15
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
20
Accuracy
100%
PP
20
Raises the user's Attack by 1 if hit during use.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
100%
PP
20
Forces the target to switch to a random ally.
 
Power
90
Accuracy
85%
PP
20
20% chance to confuse the target.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
90%
PP
10
Lowers the target's Speed by 2.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
95
Accuracy
100%
PP
15
Hits adjacent Pokemon. Power doubles on Dive.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
30
Raises the user's Attack by 2.
 
Power
90
Accuracy
100%
PP
20
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
50
Accuracy
100%
PP
10
Lasts 3-6 turns. Active Pokemon cannot sleep.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
PP
15
Weakens Fire-type attacks to 1/2 their power.
 
Power
15
Accuracy
70%
PP
15
Traps and damages the target for 2-5 turns.
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