Game panel pokedefense.com ↗

Loading connects to the original game. Keep this panel open to preserve its session while browsing this guide. Guide language changes do not translate the embedded game.

Open original game in a new tab

If the game stays blank or touch controls fail, open the original game directly.

Earthquake · Swampert
Signature moves

Earthquake · Swampert

Earthquake · Data version290 · Snapshot date2026-11-02

SwampertSwampert
Ground

₽1,500Buy the signature move

Learn after reaching the final ordinary form. One signature choice per Pokémon; transformation conditions still apply.

What changes in battle?

Stats & mechanicsBefore learningAfter learning
Damage per hit4392
Single-target DPS55.9119.6
Range105px120px
Seconds per attack0.77s0.77s
Total placement and evolution cost₽1,700₽3,200
Attack typeWaterGround

Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.

Conditional effects

DetailsBefore learningAfter learning
Stun chance per hit—0.2
Stun duration (s)—0.7

Budget the full build

Other choices for this Pokémon

Full battle details

Conditional effects

Hits every enemy in range
✓
Attack or effect type
Ground
Stun chance per hit
0.2
Stun duration (s)
0.7
Hit-damage multiplier
1.945
Added attack range (px)
15

Result

Damage per hit
92
Attack range (px)
120
Seconds between attacks
0.7692
Hits every enemy in range
✓
Purchase or upgrade cost
900
Attack or effect type
Ground
Can detect hidden Ghost enemies
—
Stun chance per hit
0.2
Stun duration (s)
0.7

Conditional effects

Each attack hits every eligible enemy inside the attacker's range. This is local area damage, not a map-wide attack. Overlap the range with a long or crowded section of route, while checking that the attack type can actually hurt the incoming enemies.

Sleep is periodic, stun usually needs a successful chance on a hit, and slow reduces movement for its duration. Only the fields present apply. Resisted attack types shorten control and immune types prevent it; super effectiveness does not extend it. Bosses keep crawling under stun or sleep, with wave- and Tower-dependent rules.