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The best guide on how to play Buzzwole in Pokemon UNITE for Nintendo Switch and Mobile. Check here for the best builds, Held and Battle items, movesets, as well as the latest nerfs, buffs, counters, matchups, and more!
Buzzwole Pokemon Pages | |
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List of Contents
Buzzwole Changes (June 15) | ||
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Stat Changes | • Defense increased from 100~468 to 120~500 (Lv 1 to Lv 15) • Sp. Defense increased from 70~329 to 80~380 (Lv 1 to Lv 15) |
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![]() Leech Life |
• HP recovery amount increased from 50% to 75% of damage dealt. | |
![]() Superpower |
• Base shield value increased from 8% to 12% of max HP • Additional shield provided increased from 1.5% to 2% of maximum HP multiplied by muscle game amount. |
Lvl | Defense | Sp. Defense |
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5 | 160 → 183 (+14%) |
112 → 130 (+16%) |
10 | 277 → 304 (+10%) |
195 → 226 (+16%) |
15 | 468 → 500 (+7%) |
329 → 380 (+16%) |
1.7.1.7 | Attack stat increased. |
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1.10.1.3 | Defense increased from 468 to 500. Special Defense increased from 329 to 380. |
1.8.1.4 | Now increases the muscle gauge when dealing damage to wild Pokemon. |
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1.8.1.4 | Increased recharge time for one charge from 6s to 7.5 sec. (+1.5s) |
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1.7.1.7 | Attack stat increased. |
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1.10.1.3 | Defense increased from 468 to 500. Special Defense increased from 329 to 380. |
1.7.1.7 | Damage increased from 357 to 449 (+26%). |
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1.7.1.7 | Damage increased from 632 to 679 (+7%) |
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1.7.1.2 | Cooldown decreased from 9s to 8s (-1s). Damage dealt increased: No gauge: 1770 to 1990 (+12%) Full gauge: 3573 to 4015 (+12%). |
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1.7.1.7 | Damage increased from 1990 to 2170 (+9%). |
1.10.1.3 | HP recovery amount increased from 50% to 75% of damage dealt. |
1.7.1.2 | Damage dealt increased: Punch: 395 to 442 Landing: 790 to 884. Range increased. Muscle gauge increment increased from 1 to 2, then 2 to 3 once upgraded. |
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1.7.1.7 | Damage increased from 1326 to 1548 (+17%). |
1.10.1.3 | Base shield value increased from 8% to 12% of max HP. Additional shield provided increased from 1.5% to 2% of maximum HP multiplied by muscle game amount. |
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Buzzwole | ||
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Role: All-Rounder Attack Type: Melee Damage Type: Physical Difficulty: Intermediate Cost: |
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"Flex on the competition with this bodacious Melee All-Rounder that’s all the buzz on Aeos Island." |
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Tips & Strategies for Every Lane
Strengths | Weaknesses |
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✔︎ Great scaling. ✔︎ Powerful combos. Can incapacitate and displace enemies. ✔︎ Has constant HP recovery with Boosted Attacks. |
✖︎ Moves have short range. ✖︎ Set ups get easily countered with unstoppable status effect. |
Buzzwole Builds | |
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Leech Life Build
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Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +33 Defense: +30 Sp. Def: +30 HP: +210 |
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Emblem Color Combination | Target Emblem Stats | ||||
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Positive Stats: • HP • Attack Free Negative Stats: • Sp. Atk • Defense • Sp. Def |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
Build Explanation |
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This build utilizes Lunge's mobility and Attack increase to set up Leech Life, dealing damage to a target while healing Buzzwole for a large amount. |
· Attack Weight provides Buzzwole a large damage boost, particularly when it's fully stacked, which also increases the Leech Life's healing. · Weakness Policy synergizes well with Buzzwole's frontline gameplay, increasing its Attack stat as it takes damage. It also grants more HP and damage. · Focus Band grants Buzzwole more durability and survivability in the form of HP recovery. · However, Muscle Band can be a replacement for Attack Weight, improving Buzzwole's attacks through increased damage and attack speed and eliminating the need for stacking. · Eject Button gives Buzzwole another mobility tool on top of Lunge. · X Speed can also work just as fine for the same purpose. · The build's Boost Emblem loadout should consist of 6 Brown Emblems for more damage and 4 White Emblems additional HP. · Equip Emblems that improve Attack or HP to balance out Buzzwole's offense and defense. · Sp. Atk., Sp. Def., and Defense can be freely traded for the other stats. |
Items (@Lvl 30) |
Leech Life Damage (@ Lvl 15) Leech Life Damage (Full Gauge) (@ Lvl 15) |
Leech Life Healing (@ Lvl 15) Leech Life Healing (Full Gauge) (@ Lvl 15) |
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Attack Weight (6 Stacks) + Weakness Policy (4 Stacks) |
2729 5508 |
3955 6889 |
Since the build is mainly centered around Leech Life, equipping items that will maximize its damage and healing is the best item combination. Focus Band is a core item for the build, leaving only two (2) items for consideration.
As the results show, Weakness Policy and a fully-stacked Attack Weight will generate the best results for the build. The item combination had the best scores for both damage and healing.
For alternatives, replacing Attack Weight with Muscle Band would be the best choice. The item combination still produced decent results but eliminates the need for stacking.
Note: The numbers in bold are the highest result for a specific test. |
Items (@Lvl 30) | Leech Life Damage (@ Lvl 15) Leech Life Damage (Full Gauge) (@ Lvl 15) | Leech Life Healing (@ Lvl 15) Leech Life Healing (Full Gauge) (@ Lvl 15) |
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Muscle Band + Razor Claw | 2269 4579 | 3289 4664 |
Muscle Band + Weakness Policy (4 Stacks) | 2454 4953 | 3556 5251 |
Muscle Band + Attack Weight (6 Stacks) | 2514 5074 | 3604 7066 |
Razor Claw + Weakness Policy (4 Stacks) | 2454 4953 | 3556 5251 |
Razor Claw + Attack Weight (6 Stacks) | 2514 5074 | 3604 7066 |
Attack Weight (6 Stacks) + Weakness Policy (4 Stacks) | 2729 5508 | 3955 6889 |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Superpower Build | Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +33 Defense: +30 Sp. Def: +30 HP: +210 |
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Emblem Color Combination | Target Emblem Stats | ||||
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Positive Stats: • HP • Attack Free Negative Stats: • Sp. Atk • Defense • Sp. Def |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
Build Explanation |
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This build is centered on grabbing and bursting down targets with Smack Down and Superpower. It also utilizes Superpower's cooldown reset when its upgraded. |
· Attack Weight provides Buzzwole a large damage boost, particularly when it's fully stacked. · Weakness Policy synergizes well with Buzzwole's frontline gameplay, increasing its Attack stat as it takes damage. It also grants more HP and damage. · Focus Band makes Buzzwole more durable and gives it more survivability. · However, Muscle Band can be a replacement for Attack Weight, improving Buzzwole's attacks through increased damage and attack speed and eliminating the need for stacking. · Eject Button gives Buzzwole a quick repositioning tool to get close to its targets. · The build's Boost Emblem loadout should consist of 6 Brown Emblems for more damage and 4 White Emblems additional HP. · Equip Emblems that improve Attack or HP to balance out Buzzwole's offense and defense. · Sp. Atk., Sp. Def., and Defense can be freely traded for the other stats. |
Items (@Lvl 30) |
Smack Down (@ Lvl 15) |
Superpower (@ Lvl 15) Superpower (Full Gauge) (@ Lvl 15) |
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Attack Weight (6 Stacks) + Weakness Policy (4 Stacks) |
1929 | 2456 4297 |
Since the build is centered on Smack Down and Superpower, equipping items that will maximize their damage is the ideal item combination. Focus Band is a core item for the build, leaving only two items for consideration.
As the results show, Weakness Policy and a fully-stacked Attack Weight will produced the highest damage for Smack Down and Superpower. However, it does require Buzzwole to fully stack Attack Weight first to gain the max damage.
As for alternatives, replacing Attack Weight with Muscle Band would be the best option. The item combination still generated decent results but without the need for stacking. Moreover, the attack damage and attack speed increase from Muscle Band will be benefitial in the long run.
Note: The numbers in bold are the highest result for a specific test. |
Items (@Lvl 30) | Smack Down (@ Lvl 15) | Superpower (@ Lvl 15) Superpower (Full Gauge) (@ Lvl 15) |
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Muscle Band + Razor Claw | 1615 | 2035 3560 |
Muscle Band + Weakness Policy (4 Stacks) | 1741 | 2205 3858 |
Muscle Band + Attack Weight (6 Stacks) | 1782 | 2260 3954 |
Razor Claw + Weakness Policy (4 Stacks) | 1741 | 2205 3858 |
Razor Claw + Attack Weight (6 Stacks) | 1782 | 2260 3954 |
Attack Weight (6 Stacks) + Weakness Policy (4 Stacks) | 1929 | 2456 4297 |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Item | Explanation |
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Attack Weight gives a massive damage boost to Buzzwole, especially to its moves. |
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Focus Band strengthens Buzzwole's static defenses and gives it a survivability tool. |
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Muscle Band gives Buzzwole damage and attack speed, strengthening its attack damage and allowing it to fill up its Muscle Gauge faster. |
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Razor Claw synergizes well with Buzzwole's combo, giving its attack a slow effect after using a move. |
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Weakness Policy is well-suited for Buzzwole since it needs to get close to its target to perform its combos, increasing its damage output as it takes damage. |
Item | Explanation |
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Eject Button allows Buzzwole to quickly get into position to perform its combos. |
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X Speed improves Buzzwole's overall mobility, which is useful in various situations. |
Move | Explanation |
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Lunge gives Buzzwole consistent mobility and Aoe damage. It is useful for closing the distance between the Pokemon and its target for easy engagement. |
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Leech Life is disabling move that deals decent damage while also healing Buzzwole for a considerable amount. It also synergizes well with Lunge's effects. |
This moveset gives Buzzwole a well-rounded kit that suits the Pokemon's frontline gameplay. Lunge improves Buzzwole's overall mobility while also acting as a secondary damage source. Its effects also improves Buzzwole's effectiveness during teamfights since it reduces opponents' Attack stat while increasing the Pokemon's own stat. Leech Life allows Buzzwole to hold targets in place, allowing the Pokemon's allies to easily follow up with their own moves. It also deals a decent amount of damage and heals Buzzwole for a significant amount.
Superpower and Leech Life are Buzzwole's primary damage and Muscle gauge-consuming moves. Both are some form of disable but have unique features.
Superpower allows Buzzwole to grab and reposition targets around, making it a useful tool for putting opponents in a disadvantageous position. Although the move deals less damage compared to Leech Life, it can be used more frequently when it's upgraded since the move's cooldown resets every time the Muscle gauge fills up, increasing its damage potential significantly. It also gives Buzzwole a shield to prolong the Pokemon's life during fights.
As for Leech Life, it enables Buzzwole to keep a target in place for a considerable amount all while dealing damage and healing the Pokemon. However, unlike Superpower, targets can easily free themselves when they're grabbed simply by using an Eject Button or through other means, wasting the move entirely. The move can also be interrupted whenever Buzzwole is disabled.
On the other hand, Lunge and Smack Down are complimentary moves that will help Buzzwole setup either of its first two moves. They also help fill up the Muscle gauge faster when they hit opponents.
Choosing Lunge gives Buzzwole better overall mobility and acts as a debuff and buff move, which works great during teamfights. Meanwhile, Smack Down gives Buzzwole another disabling move that allows the Pokemon to perform creative combos with either of the first two moves, keeping them locked down even longer. Selecting a move to pair with Superpower or Leech Life is entirely up to player preference since any combination works just as fine.
Let us know your thoughts in the comments!
Jump to Section | |
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Buzzwole's Muscle Gauge is central to its gameplay. Knowing how it works and its effects are crucial to fully utilize Buzzwole's kit and strength. Since one moveset fills up the Muscle Gauge while the other consumes it, it is best to use the moves that fill up the Muscle Gauge first, then follow up with the other move.
Trigger | Increment |
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Each time a basic attack hits an opposing Pokemon, the muscle gauge charges by one (1) increment. |
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If this move hits Pokemon from the opposing team, the user's muscle gauge increases by one (1) increment for each one that was hit. |
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If this move hits Pokemon from the opposing team, the user's muscle gauge increases by one (1) increment for each one that was hit |
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If this move deals damage to Pokemon on the opposing team, the user's muscle gauge increases by one (1) increment for each one that was hit. |
Perform attacks and use the moves listed above to quickly fill up the Muscle Gauge. When your Muscle Gauge is full, your attacks become stronger.
Trigger | Effect |
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This move deals more damage the more muscle gauge increments are consumed. |
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The number of hits and the amount of damage dealt per hit increases the more muscle gauge increments are consumed. |
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The damage dealt by this move and the shield effect it grants increases the more muscle gauge increments are consumed. Once upgraded, this move's cooldown resets each time the Muscle Gauge fills up. |
The moves listed above consumes all the Muscle Gauge when used. Their effects and damage increase based on how much of the Muscle Gauge was consumed. Given this, it's best to fill up the Muscle Gauge entirely first before using any of these moves to maximize their damage and effects.
Buzzwole's whole kit revolves around isolating targets and engaging in brawls. Before you do your combos, however, be sure to take advantage of Buzzwole's disabling moves first to get a better shot of landing your attacks.
Superpower allows you to displace one enemy and put them in a disadvantageous position. It is a great way to isolate single targets for you and your allies to pick them off easily. Since you will be body slamming opponents in a specified direction, it is best to pick up targets and slam them away from their goal zones to make it harder for them to fight back.
Superpower: Buzzwole Move Effect and Cooldown
Using Leech Life on a target will pin them down for a short time, enough for your allies to follow up with their attacks. Buzzwole will also be able to recover a decent amount of HP while the move is active. Use the move to shut down other All-Rounders or trap highly mobile Speedsters so that your team can take them out of the fight quickly.
One thing to note is that opponents incapacitated by Leech Life can break free from the move using an Eject Button. Since this interaction acts as a direct counter to the move, it is best to take note of opponents who are running the Battle Item during the initial loading screen before the match starts.
Leech Life: Buzzwole Move Effect and Cooldown
Buzzwole's passive, Beast Boost, increases its movement speed and attack speed each time it defeats or assists in defeating an opposing Pokemon. Staying active throughout the game either by hunting targets or sticking with your allies is the best way to maximize its passive.
Buzzwole is invulnerable for a short time while airborne during Ultra Swole Slam. Coupled that with area of effect damage, then you got yourself a strong Unite Move that can tank multiple opponents. Moreover, Ultra Swole Slam will seek out an opponent with the lowest HP, making it great for landing the last hit without getting interrupted and synergizing with Beast Boost.
Ultra Swole Slam: Buzzwole Move Effect and Cooldown
Since Buzzwole needs to get close to its target first to perform its combos, you need to position properly before initiating. This is especially true when you're using Smack Down. You can use Eject Button to help you get a better position.
If you use Superpower on targets that have the Unstoppable status effect, you can still cause damage even if you can't lift them. This is because the move's animation continues even when your target has immunity, dealing damage as a result.
Moreover, this interaction also happens against Boss Pokemon like Regieleki and Rayquaza.
Given this, the move isn't entirely useless against Pokemon that can gain immunities.
Superpower: Buzzwole Move Effect and Cooldown
Level | Objectives |
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1 - 4 | • Secure as many wild Pokemon as you can to level up quickly • If you're at the bottom lane, prioritize taking Indeedees for more exp. • If you have Attack Weight, score small points to stack its damage bonus • Try to get early kills using Mega Punch and Fell Stinger |
5 - 9 | • Keep getting kills once you have Superpower or Leech Life • Try to fully stack Attack Weight at this point • Reach level 7 to get Lunge or Smack Down before or when boss Pokemon spawn • Help your allies secure Regieleki and/or Regice, Registeel, or Regirock • Reach level 9 and get Ultra Swole Slam |
10+ | • Stick with your team to hunt targets, secure objectives, and push lanes to utilize Beast Boost • Reach at least level 13 before or when Rayquaza spawns for a fully-ugraded moveset • Make sure you have Ultra Swole Slam available when Rayquaza spawns • Help your allies win a teamfight and secure Rayquaza |
Level | Objectives |
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1 - 5 | • Learn Mega Punch first to get to Xatu quickly • Clear the first wave of jungle camps and reach level 5 to get Superpower • Help the top lane first by securing Altaria and Swablus, getting kills, and scoring points |
6 - 9 | • Clear the second wave of jungle camps to level up more and get Lunge or Smack Down • Help the bottom lane by securing Altaria and Swablus, getting kills, and scoring points • If possible, reach level 9 to get Ultra Swole Slam before or when Regice, Registeel, or Regirock spawns • Help your team secure Regice, Registeel, or Regirock |
10+ | • Stick with your allies to hunt targets, secure objectives, and push lanes to utilize Beast Boost • Reach level 13 before or when Rayquaza spawns for a fully-upgraded moveset • Make sure you have Ultra Swole Slam available when Rayquaza spawns • Help your allies win a teamfight and secure Rayquaza |
This set of combos utilizes Lunge or Smack Down to fill up the Muscle Gauge and enhance Superpower's damage and its displacing capabilities.
Lunge Initiator Combo | |
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Start the combo with Lunge and follow up with three Standard Attacks, then use Lunge again to fill up your Muscle Gauge. End the combo with Superpower while also displacing the target away from their team. |
Showdown Initiator Combo | |
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This combo utilizes Superpower +'s cooldown reset mechanic. Start the combo with Superpower, then immediately use Lunge to start filling up the Muscle Gauge. Follow up with three Standard attacks and a second Lunge to get the full amount of Muscle Gauge. Once Superpower's cooldown resets, use it again to end the combo. |
Super Smack Down Combo | |
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Start the combo with three Standard Attacks. Use Smack Down to punch the target upwards, then once again to slam it to the ground and fill up the Muscle Gauge. End the combo with Superpower, carrying the target away from their team. |
Upgraded Super Smack Down Combo | |
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Superpower
(Only if upgraded) ►
Smack Down
(Punch) ►
Smack Down
(Slam) ►
Standard Attack
x3 ►
Superpower
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This combo utilizes Superpower +'s cooldown reset mechanic. Start the combo with Superpower, and follow up with three standard attacks. Then, use Smack Down to punch the target upwards, then once again to slam it to the ground and fill up the Muscle Gauge. Once Superpower's cooldown resets, use it again to end the combo. |
Hyper Life Steal Combo | |
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This is similar to the Lunge tInitiator Combo but uses Leech Life as a finisher instead. Start by using Lunge at your target and follow up with three Standard Attacks. Then, use Lunge again to fill up the Muscle Gauge. Once the Muscle Gauge is full, end the combo with Leech Life. |
Ultimate Power Slam Combo | |
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This is a combo great for team fights as it deals AoE damage across an area. Start by seeking a target and using Lunge to get close to them. Then, deal damage to them with Standard Attacks at least three (3) times to full up Buzzwole's Muscle Gauge. Once filled use Superpower, followed by another Lunge to deal even more damage. Finish the combo by activating Ultra Swole Slam. Here, Buzzwole will locate the nearest opponent with the lowest amount of HP. |
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Matchup Notes | ||
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1. The chart is based on our own experience playing Buzzwole. 2. Pokemon within each tier are unordered 3. Any Pokemon not shown here are still under investigation. |
Since Buzzwole needs to get to melee range to perform its combos, Pokemon that can disable or kite it from range stops it from doing any damage.
Pokemon | Explanation |
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Rating: ★★★★★ • Can kite Buzzwole with its rapid ranged attacks. • Can stun and reposition using Blaze Kick. • Can evade Buzzwole's combos with Feint. |
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Rating: ★★★★★ • Can disrupt Buzzwole's combos using Block, Yawn, and Heavy Slam. • Can tank Buzzwole's damage. • Can gain immunity from Buzzwole's moves and heal HP using Power Nap. |
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Rating: ★★★★ • Can disrupt Buzzwole's combos using Sing, Dazzling Gleam, and Cute Charm • Can negate Buzzwole's damage using Starlight Recital. |
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Rating: ★★★ • Can save allies from Buzzwole's disables using Helping Hand and Bliss Assistance. |
Although Buzzwole can take on these Pokemon, they have means of preventing it from doing its combos. Evading or anticipating their moves is key to getting the upper hand against them.
Pokemon with Similar Gameplay |
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How to Beat |
• If possible, strike first with your combos to force them to react defensively. Otherwise, try to anticipate their moves to disrupt their combos with your own. • Use Lunge to weaken their Attack stat and take advantage of its attack speed buff to trade blows. • If necessary, use Ultra Swole Slam to secure a kill or to survive. • Prioritize preventing these Pokemon from gaining boosted attacks by shutting them down with Buzzwole's combos. |
Pokemon that Gain Immunities |
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How to Beat |
• Strike first before they use their moves that give them immunity, otherwise, wait for their immunity to expire before engaging. • Avoid getting caught in their crowd control abilities and prevent these Pokemon from disrupting your combos. • Use Superpower and/or Smack Down to halt their movement and let your allies help in taking them down. • Some of these Pokemon are able to gain immunity from your moves, so wait for their buffs to go on cooldown before countering with your combos. You may also utilize Lunge in order to weaken their Attack stat. |
Pokemon with Low Cooldown Moves |
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How to Beat |
• Take advantage of their low durability and engage once their moves are on cooldown. • Get close to these Pokemon quickly with Lunge and burst them down with your combos. • Feel free to use Eject Button to quickly get close to it or Full Heal to gain immunity from the stun. • Disengage as needed to avoid their special attacks, especially in a 1v1 scenario. |
Durable Pokemon with Crowd Control |
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How to Beat |
• Group up with your allies to take them down. • Dodge their crowd control moves and engage when they're on cooldown. • Use Lunge to engage and disengage from fights. • Avoid their crowd control abilities and counter with your own combos to ensure that you won't get interrupted. |
Late-Bloomer |
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How to Beat |
• Get aggressive in the early game and knock it out as many times as you can to cripple its progression. • Try not to get caught by Seismic Slam, and wait for it to land before engaging. |
These Pokemon are easy matchups for Buzzwole either because they don't have means to escape Buzzwole's combos or are too fragile to survive it.
Ranged Pokemon |
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How to Beat |
• These Pokemon will use the ranged advantage to kite you from afar. While Buzzwole is capable of soaking up hits, it is important that, when you seek these Pokemon out, you will push through until you get close. Even though your HP will likely be low, Buzzwole will mostly win the brawl when you manage to pull off your combos. • Use all of Lunge's activation to quickly get close to these Pokemon. Once you do, pin them down with either Leech Life or Superpower. • For a quick take down, you can use Ultra Swole Slam to swoop down and easily pressure their HP. |
Pokemon with Great 1-on-1 Capabilities |
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How to Beat |
• These Pokemon rely on combos to be effective. When pitted against them during a brawl, take advantage of Leech Life or Superpower's disruption to cut off their combos. • Thanks to Buzzwole's passive ability, Beast Boost, you will most likely win confrontations as the Muscle Gauge mechanic enhances your effectiveness in combat. Make sure to always start the fight with either a Lunge or Smack Down to fill the Muscle Gauge. • Activate Ultra Swole Slam for a quick burst of strength or as a finishing move. |
Pokemon with Burst Damage |
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How to Beat |
• Assuming that your HP is not drastically low, Buzzwole is capable of surviving these Pokemon's initial burst damage. This usually spells doom for Speedsters, as they heavily rely on quick takedowns. Once the dust settles, start beating them down with a Superpower or recover HP with Leech Life, both of which can also disrupt their combos. |
Pokemon with Recovery Moves |
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How to Beat |
• Although these Pokemon generally have low offense, they rely on sustaining moves and/or disables to get an advantage over their opponent. The best approach is to isolate and displace them towards unfavorable positions with Superpower or Smack Down. This way, you and your teammates can pile on them until they get knocked down. |
Pokemon | Explanation |
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High Damaging Snipers |
These Pokemon are mobile and have powerful burst attacks that are capable of disrupting enemies. When partnered up with these Pokemon, Buzzwole can easily take down enemies and push lanes. | |
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Stuns and Debuffs |
These Pokemon have the means of inflicting debuffs and shutting down targets with their moves. This helps Buzzwole dominate the lane quickly and have enough time to steal enemy camps. | |
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Tanky Disablers |
These Pokemon can lead the charge, soak up damage, and help Buzzwole setup its attacks thanks to their disabling moves. | |
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High Burst Damagers |
These Pokemon help contribute damage through pinning down enemies with combos and burst attacks. While it's still recommended to go with either a Defender or Supporter ally, Speedsters are a huge help when trying to dominate lanes as early as possible. | |
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Hard-hitting Initiators |
These Pokemon are very dependable allies as they have means to buff or sustain themselves. Whether it's securing objectives or pushing lanes, Machamp and Tsareena are built to initiate clashes, stun enemies, and create openings for their teammates. |
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Move Type: Area Damage Type: Physical Cooldown: 5s Starting Damage: 363 Final Damage: 449 |
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Has the user move in the designated direction before slamming the ground with a powerful punch. The shock from the punch deals damage to opposing Pokemon in the area of effect. If this move hits Pokemon from the opposing team, the user's muscle gauge increases by 1 increment for each one that was hit. | |
![]() (Lv. 7) Upgrade Lv. 13 |
Move Type: Area Damage Type: Physical Cooldown: 1s Starting Damage: 405 Damage per charge: 405, Number of charges: 2 Final Damage: 636 Damage per charge: 636, Number of charges: 2 |
Has the user lunge in the designated direction, dealing damage to opposing Pokemon and decreasing their Attack for a short time. If this move hits Pokemon from the opposing team, the user's muscle gauge increases by 1 increment for each one that was hit. After this move is used, the user's basic attack speed increases for a short time. A maximum of 2 uses can be kept in reserve for this move.
Upgrade: Whenever this move hits Pokemon from the opposing team, the user's Attack increases for a short time. The more Pokemon from the opposing team are hit, the more the user's Attack increases. |
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![]() (Lv. 7) Upgrade Lv. 13 |
Move Type: Hindrance, Dash Damage Type: Physical Cooldown: 7.5s Starting Damage: 1021 Punch damage: 340, Slam damage: 681 Final Damage: 1548 Punch damage: 516, Slam damage: 1032 |
Has the user deliver an uppercut punch to an opposing Pokemon in the designated direction, dealing damage to it and throwing it into the air. While the thrown Pokemon is airborne, the user can use this move again to perform a follow-up attack that smacks that Pokemon down to the ground, dealing damage to all opposing Pokemon in an area of effect centered on the point of impact. If this move deals damage to Pokemon on the opposing team, the user's muscle gauge increases by 2 increment for each one that was hit.
Upgrade: Widens the area of effect in which damage is dealt when the opposing Pokemon targeted by this move hits the ground. Also, the user's muscle gauge will now increase by 3 increments for each Pokemon on the opposing team that takes damage form this move. |
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Move Type: Melee Damage Type: Physical Cooldown: 8s Starting Damage: 593 Damage with full Gauge: 1037 Final Damage: 679 Damage with full Gauge: 1188 |
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Consumes the entire muscle gauge and has the user deal damage to an opposing Pokemon in the designated direction. This move deals more damage the more muscle gauge increments are consumed. If this move knocks out an opposing Pokemon, the user recovers HP. | |
![]() (Lv. 5) Upgrade Lv. 11 |
Move Type: Melee Damage Type: Physical Cooldown: 8s Starting Damage: 1184 Damage per instance: 296, HP healed per instance: 95% of damage dealt, Number of instances: 4, Damage with full Muscle Gauge: 2254, Damage per instance with full Muscle Gauge: 322, Number of instance with full Muscle Gauge: 7 Final Damage: 2170 Base damage: 505, HP healed per instance: 150% of damage dealt, Damage increase per instance: 25, Number of instances: 4, Damage with full Muscle Gauge: 4379, Base damage with full Muscle Gauge: 550, Number of instance with full Muscle Gauge: 7 |
Has the user grab and restrain an opposing Pokemon in the designated direction, dealing damage over time while restoring the user's HP. When this move is used, it consumes the user's entire muscle gauge. The number of hits and the amount of damage dealt per hit increases the more muscle gauge increments are consumed. This move ends if the user becomes unable to act for any reason or if the restrained Pokemon escapes by using an Eject Button or through some other means.
Upgrade: Also causes each instance of damage dealt by this move to be stronger than the last. |
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![]() (Lv. 5) Upgrade Lv. 11 |
Move Type: Area Damage Type: Physical Cooldown: 7.5s Starting Damage: 1140 Grab damage: 262, Slam damage: 878, Damage with full Muscle Gauge: 1994, Grab damage with full Muscle Gauge: 458, Slam damage with full Muscle Gauge: 1536 Final Damage: 1945 Grab damage: 444, Slam damage: 1501, Damage with full Muscle Gauge: 3403, Grab damage with full Muscle Gauge: 777, Slam damage with full Muscle Gauge: 2626 |
Consumes the entire muscle gauge and has the user run in the designated direction and grab an opposing Pokemon. The user then slams the opposing Pokemon down on the ground at full strength, dealing damage to opposing Pokemon in the area of effect. The damage dealt by this move and the shield effect it grants increases the more muscle gauge increments are consumed.
Upgrade: Resets the cooldown of this move when the user's muscle gauge reaches its maximum. |
![]() (Lv. 9) |
Move Type: Sure Hit Damage Type: Physical Cooldown: 112s Starting Damage: 2122 First attack damage: 849, Final attack damage: 1273 Final Damage: 3070 First attack damage: 1228, Final attack damage: 1842 |
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Has the user fly at high speed, dealing damage to all opposing Pokemon in the area of effect. Afterward, the user targets the opposing Pokemon with the lowest percentage of HP among those hit and charges down at it from the sky, dealing damage once again for that Pokemon. |
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Each time a basic attack a Pokemon on the opposing team, the muscle gauge charges by 1 increment. Becomes a boosted attack with every third attack, throwing two consecutive punches while restoring the user's HP. |
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![]() When this Pokemon knocks out or assists in knocking out a Pokemon from the opposing team, its movement speed and basic attack speed increase for a short time. Also, each time this Pokemon hits opposing Pokemon with basic attacks or certain moves, its muscle gauge charges. Conversely, when the Pokemon is not in combat, the muscle gauge depletes by 1 muscle gauge increments whenever a set amount of time passes. Up to 6 muscle gauge increments can be stored. |
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![]() This Pokemon does not evolve. |
Level | HP | Defense | Special Defense | Attack Damage |
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1 | 3250 | 120 | 80 | 155 |
2 | 3412 | 134 | 91 | 166 |
3 | 3590 | 149 | 103 | 178 |
4 | 3786 | 165 | 116 | 191 |
5 | 4001 | 183 | 130 | 205 |
6 | 4238 | 203 | 146 | 220 |
7 | 4499 | 225 | 163 | 237 |
8 | 4786 | 249 | 182 | 256 |
9 | 5103 | 275 | 203 | 277 |
10 | 5452 | 304 | 226 | 300 |
11 | 5836 | 336 | 251 | 325 |
12 | 6259 | 371 | 279 | 352 |
13 | 6724 | 410 | 309 | 382 |
14 | 7236 | 453 | 343 | 415 |
15 | 7800 | 500 | 380 | 452 |
Attack Damage is the damage of the Basic Attack as tested against the Training Dummy.
Offense | Endurance | Mobility | Scoring | Support |
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Holowear | |
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Zirco Trading:
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Event:
Season 13 Battle Pass |
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Zirco Trading:
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Leech Life | |
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Pokemon | Move |
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Mission: In a single battle, hit 5 or more Pokemon from the opposing team with Leech Life or Leech Life+ while the muscle gauge is charged to 6. (5/10/20 battles total) |
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Medals & Points | Rewards |
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List of All-Rounder Pokemon Achievements
Upcoming Pokemon | |
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![]() October 19, 2023 |
![]() TBA |
All data is based on Season 12 Master Rank Top 100. Last Updated: June 27, 2023 |
Pokemon | Tier | Most Played % | Average Win % |
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26.1% | 73.18% |
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13% | 74.78% |
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8.7% | 71.50% |
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5.8% | 74% |
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5.8% | 72.25% |
Attacker | All- Rounder |
Supporter | Defender | Speedster |
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Master Rank: Top Ranked Win Rates
All Pokemon Roles | |||||
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Attack Type | |
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Stat Rankings | |
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