Pokemon Scarlet and Violet Hydrapple: Best Nature and Move Sets for Hydrapple
Hydrapple, the newest evolution of Applin, has played a pretty large part in Pokemon Scarlet and Violet: The Indigo Disk. Kieran, the primary rival of the DLC, evolved their partner Dipplin into Hydrapple in their quest for dominance of Blueberry Academy, and showcases its strength throughout The Indigo Disk.
If you're interested in claiming Hydrapple for yourself, here's our breakdown of Hydrapple, the Hydra Apple Pokemon.
How To Get Hydrapple
First, capture an Applin — these are most commonly found in the Apple Field of Kitakami, in The Teal Mask DLC area. Next, head to the southeast-most part of Kitakami, to a little apple field and building in Mossfell Confluence. There, you can purchase Syrupy Apples for 500 Pokedollars. Use the Syrupy Apple on your Applin to evolve it into Dipplin.
Next, you'll need to hunt down the Dragon Cheer TM. This can be found in the Terarium from defeating Drayton, one of the Elite Four, in the Polar Biome. If you accidentally used your copy, you can always make more at TM shops. The cost to make new Dragon Cheer TMs is 1500 League Points, 2 Tatsugiri Scales, 1 Applin Juice, and 2 Lapras Teardrops. Teach your Dipplin Dragon Cheer and level it up to evolve Dipplin to Hydrapple.
Best Nature and Moves For Hydrapple
When determining the best Nature and Move Set for any Pokemon, we need to look at their stats, their ability, and their typing. Hydrapple has the following stat spread:
- HP: 106
- Attack: 80
- Defense: 110
- Special Attack: 120
- Special Defense: 80
- Speed: 44
- Total: 540
Hydrapple has a pretty solid stat spread designed specifically for Special Attacks, so that clues you in to what moves it should learn. A slow speed stat means that it will usually go last unless you are planning to add Hydrapple to your Trick Room team, but thankfully it carries enough defensive bulk and HP to let it tank a hit or two. In addition, Hydrapple has access to the Regenerator ability, which lets it swap in and out for free HP recovery, which can add to its already impressive staying power.
This allows Hydrapple to be a little flexible in its build choices — the best Natures would include Modest, Calm, Quiet and Sassy.
- Modest: The standard Special Attacker Nature of choice. If you're planning on making a Special Sweeper, this maximizes your damage output.
- Quiet: An alternative Special Attacker Nature, but specifically designed to maximize Trick Room potential by lowering your Speed stat.
- Calm: If you are planning on making a bulkier Hydrapple, this Nature boosts Hydrapples middling Special Defense up a bit.
- Sassy: The same as above, but for Trick Room teams. This option is arguably the least useful of the four, only for niche builds.
Here is a list of the recommended damaging moves Hydrapple can learn:
- Fickle Beam (Dragon — Learned on evolution):
- A base power of 80 is already pretty strong, but it also has a chance to double the base power to 160. No one knows what the chance is yet, but Hydrapple gets STAB (Same Type Attack Bonus) on this, making it arguably Hydrapple's best move.
- Syrup Bomb (Grass — Learned at Level 28):
- This is on the list purely due to the Speed control effect it grants. Hydrapple will not meaningfully make use of it, but if you run it in Double Battles, it could allow for a partner to outspeed something it normally couldn't.
- Energy Ball (Grass — Learned at Level 40)
- Ol' Faithful when it comes to Grass type moves. Base power of 90 and 10% chance to lower the target's Special Defense by one stage is all around pretty good.
- Giga Drain (Grass — Learned via TM 111)
- Another staple, but primarily for more stall oriented Pokemon. This combined with Grassy Terrain or Screens (Reflect and Light Screen) can allow Hydrapple to have much more staying power.
- Dragon Pulse (Dragon — Learned via TM 115)
- This is on the list purely due to the 85 base power it has, but Fickle Beam is objectively better simply based on the chance to deal double damage.
- Pollen Puff (Bug — Learned via TM 131)
- Specifically in Double Battles, Pollen Puff is an extremely useful all-rounder move. The ability to deal 90 base power in Bug-type damage can help with type coverage, but also the ability to heal your partner cannot be understated. This grants your team a little more staying power.
- Earth Power (Ground — Learned via TM 133)
- This is listed due to type coverage potential. Essentially a Ground version of Energy Ball, but able to heavily punish types that switch in to deal with your Hydrapple, such as Poison types.
- Hydro Pump (Water — Learned via TM142)
- Type coverage potential, but with how many other useful Water Pokemon there are, this may not be worth the while. If you're looking to counter Fire types, Earth Power is already an option.
- Draco Meteor (Dragon — Learned via TM 169)
- A stunning 130 base power allows this move to hit much harder than Fickle Beam (unless it's secondary effect activates), but with the drawback of weakening Hydrapple's Special Attack until you switch it out. High risk, high reward.
In addition, Hydrapple has access to the following support moves useful for competitive play: Dragon Cheer, Protect, Recover, Substitute, Yawn, Sunny Day, Rain Dance, Grassy Terrain, and Nasty Plot.
Best Movesets for Hydrapple
Nature: Modest or Quiet | EVs: 252 Special Attack / 252 HP | Ability: Regenerator | Held Item: Leftovers or Life Orb
- Fickle Beam
- Earth Power / Protect
- Giga Drain
- Yawn / Nasty Plot
Fickle Beam and Giga Drain are no-brainers, but the choices come down to if you are adding Hydrapple to your Trick Room team or not. If you are, consider taking Nasty Plot — +2 stages to your Special Attack plus a Fickle Beam secondary effect trigger can cut through just about anything that doesn't resist it before they can blink. If you are not using Trick Room, Yawn may be better to force switches. If Hydrapple is taking too much damage from Life Orb, Regenerator will let you heal it back.
Bulky Special Attacker
Nature: Calm | EVs: 252 HP / 252 Special Defense | Ability: Regenerator | Held Item: Leftovers
- Fickle Beam
- Giga Drain
- Yawn / Pollen Puff / Earth Power
- Nasty Plot
A tankier version of the above, this will require some setup to deal damage. Yawn will force your opponent to either switch out or let their Pokemon sleep, which will give you a chance to Nasty Plot. If you can manage to hit two Nasty Plots, it will be a lot tougher to stop. Pollen Puff is primarily on there for coverage, but Earth Power is arguably the better choice. Giga Drain to heal off any damage you incur, and if things get dicey or a counter gets thrown out, Regenerator will let you pocket Hydrapple and heal it up.