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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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Buzzwole Release Date | Buzzwole Builds |
List of Contents
Buzzwole Changes (September 5) | ||
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Leech Life |
• Cooldown decreased from 8s to 7s. • HP recovery decreased by about 37% to 25%. |
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Smack Down |
Cooldown decreased from 7.5s to 6.5s. |
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. |
1.16.1.2 | Cooldown decreased from 8s to 7s. HP recovery decreased by about 37% to 25%. |
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%). |
1.14.1.5 | Muscle gauge amount increased in 1st and 2nd stage reduced from 2 to 1. Bugfix. Smack Down +: Muscle gauge amount increased in 2nd stage reduced from 3 to 2. |
1.16.1.2 | Cooldown decreased from 7.5s to 6.5s. |
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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1.14.1.5 | Cooldown increased from 7.5s to 8.5s. Cooldown reduction changed from full reset to 3s. |
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." |
Top | Jungle | Bottom |
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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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Superpower 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 |
Top Lane
Bot Lane
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Emblem Color Combination | Target Emblem Stats | ||||
Brown x6 White x6
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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. |
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.
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.
Leech Life 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 |
Top Lane
Bot Lane
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Emblem Color Combination | Target Emblem Stats | ||||
Brown x6 White x6
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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. |
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.
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.
Item | Explanation |
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Attack Weight | Attack Weight gives a massive damage boost to Buzzwole, especially to its moves. |
Focus Band | Focus Band strengthens Buzzwole's static defenses and gives it a survivability tool. |
Muscle Band | Muscle Band gives Buzzwole damage and attack speed, strengthening its attack damage and allowing it to fill up its Muscle Gauge faster. |
Weakness Policy | 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. |
Rapid-Fire Scarf | Rapid-Fire Scarf allows Buzzwole to quickly build up its Muscle Gauge and heal up via its attacks. |
Item | Explanation |
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Eject Button | Eject Button allows Buzzwole to quickly get into position to perform its combos. |
X Speed | X Speed improves Buzzwole's overall mobility, which is useful in various situations. |
Move | Explanation |
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Smack Down | Smack Down allows Buzzwole to isolate and knock back targets towards a particular direction. |
Superpower | Superpower gives Buzzwole a high burst damage disabling move that a perfect follow up to Smack Down. |
This moveset gives Buzzwole a powerful disabling kit that suits the Pokemon's frontline gameplay. Smack Down allows Buzzwole to isolate targets and set up for Superpower, dealing high burst damage to the target and nearby enemies.
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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Standard Attack | Each time a basic attack hits an opposing Pokemon, the muscle gauge charges by one (1) increment. |
Mega Punch | 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. |
Lunge | 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 |
Smack Down | 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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Fell Stinger | This move deals more damage the more muscle gauge increments are consumed. |
Leech Life | The number of hits and the amount of damage dealt per hit increases the more muscle gauge increments are consumed. |
Superpower | 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
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. |
Matchup Notes | ||
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Hard Counter | Even Matchup | Easy Matchup |
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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Cinderace | Rating: ★★★★★ • Can kite Buzzwole with its rapid ranged attacks. • Can stun and reposition using Blaze Kick. • Can evade Buzzwole's combos with Feint. |
Snorlax | 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. |
Wigglytuff | Rating: ★★★★ • Can disrupt Buzzwole's combos using Sing, Dazzling Gleam, and Cute Charm • Can negate Buzzwole's damage using Starlight Recital. |
Buzzwole can get the upper hand against these Pokemon as long as it can find a way to set up its combos and beat them down.
Ranged, Fragile Pokemon with High Damage |
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How to Beat |
• These Pokemon prefer to keep their distance from opponents when fighting. They also have high damage potential that can be dangerous for Buzzwole. However, they can easily fall to Buzzwole's combos if it manages to get close to them. • When using Smack Down, it's best to use Eject Button to quickly get close to them and use the move. Once they get hit by Smack Down, always remember to follow up with Superpower or Leech Life to finish them off. • When using Lunge, use it to close the gap, then follow up with Superpower or Leech Life to finish them off. • If they still manage to survive, just use Ultra Swole Slam to finish them off. |
All-Rounders |
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How to Beat |
• Much like Buzzwole, these Pokemon excel in close combat and rely mostly on their attacks or combos to deal damage. They are also durable enough to tank Buzzwole's damage. However, they do need to go toe to toe with Falinks to defeat it, making them perfect targets for Buzzwole's combos. Winning against them is a matter of being able to perform a combo first. • When using Smack Down, time the move when they get close enough, then follow up with Superpower or Leech Life. • When using Lunge, utilize the move's Attack reduction to weaken their damage (if they're an Attack-type Pokemon), then follow up with Superpower or Leech Life. It's also good to incorporate a few attacks in the combo to take advantage of Lunge's atack speed increase. • As a last resort, use Ultra Swole Slam to finish them off. |
High-mobility Pokemon with Burst Damage |
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How to Beat |
• These Pokemon are incredibly agile and deal high burst damage. However, they still need to get close to Buzzwole to take it down, putting them in range for the Pokemon's combos. Winning against them is a matter of catching them with Buzzwole's combos when they initiate. • When using Smack Down, just make sure to hit them when they dive in to stop their momentum, then immediately follow up with Superpower or Leech Life. • When using Lunge, either use one charge to dodge their moves when they initiate, then use another to get close to them, and finish them off with Superpower or Leech Life. • If they still manage to survive, just use Ultra Swole Slam to finish them off. |
Highly Durable Pokemon |
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How to Beat |
• These Pokemon are extremely durable, making it difficult for Buzzwole to take them down alone. With that, it's best to group up with allies to bring them down with the help of Buzzwole. • Use Smack Down to stun them or Lunge to stay on top of them, then follow up with Superpower or Leech Life to keep them disabled and deplete their HP. |
These Pokemon are easy matchups for Buzzwole either because they have little to no means of escaping Buzzwole's combos or are too fragile to survive it.
Ranged, Fragile Pokemon with High Damage |
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How to Beat |
• These Pokemon prefer to keep their distance from opponents when fighting. They also have high damage potential that can be dangerous for Buzzwole. However, they can easily fall to Buzzwole's combos if it manages to get close to them. • When using Smack Down, it's best to use Eject Button to quickly get close to them and use the move. Once they get hit by Smack Down, always remember to follow up with Superpower or Leech Life to finish them off. • When using Lunge, use it to close the gap, then follow up with Superpower or Leech Life to finish them off. • If they still manage to survive, just use Ultra Swole Slam to finish them off. |
All-Rounders |
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How to Beat |
• Much like Buzzwole, these Pokemon excel in close combat and rely mostly on their attacks or combos to deal damage. They are also durable enough to tank Buzzwole's damage. However, they do need to go toe to toe with Falinks to defeat it, making them perfect targets for Buzzwole's combos. Winning against them is a matter of being able to perform a combo first. • When using Smack Down, time the move when they get close enough, then follow up with Superpower or Leech Life. • When using Lunge, utilize the move's Attack reduction to weaken their damage (if they're an Attack-type Pokemon), then follow up with Superpower or Leech Life. It's also good to incorporate a few attacks in the combo to take advantage of Lunge's atack speed increase. • As a last resort, use Ultra Swole Slam to finish them off. |
High-mobility Pokemon with Burst Damage |
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How to Beat |
• These Pokemon are incredibly agile and deal high burst damage. However, they still need to get close to Buzzwole to take it down, putting them in range for the Pokemon's combos. Winning against them is a matter of catching them with Buzzwole's combos when they initiate. • When using Smack Down, just make sure to hit them when they dive in to stop their momentum, then immediately follow up with Superpower or Leech Life. • When using Lunge, either use one charge to dodge their moves when they initiate, then use another to get close to them, and finish them off with Superpower or Leech Life. • If they still manage to survive, just use Ultra Swole Slam to finish them off. |
Supporters |
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How to Beat |
• These Pokemon usually stick with their allies and rarely venture alone. Although they themselves pose no threat to Buzzwole, their support capabilities makes them valuable during fights. • It's best to take them out first using Smack Down or Lunge and Superpower or Leech Life to remove their team's support. • If they still manage to survive, just use Ultra Swole Slam to finish them off. |
Highly Durable Pokemon |
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How to Beat |
• These Pokemon are extremely durable, making it difficult for Buzzwole to take them down alone. With that, it's best to group up with allies to bring them down with the help of Buzzwole. • Use Smack Down to stun them or Lunge to stay on top of them, then follow up with Superpower or Leech Life to keep them disabled and deplete their HP. |
Pokemon | Explanation |
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Gardevoir
Pikachu |
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. | |
Mr. Mime
Sableye |
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. | |
Slowbro
Snorlax |
Tanky Disablers |
These Pokemon can lead the charge, soak up damage, and help Buzzwole setup its attacks thanks to their disabling moves. | |
Gengar
Zoroark |
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. | |
Machamp
Tsareena |
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. |
Mega Punch
(Lv. 1 or 3) |
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. | |
Lunge
(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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Smack Down
(Lv. 7) Upgrade Lv. 13 |
Move Type: Hindrance, Dash Damage Type: Physical Cooldown: 6.5s 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. |
Fell Stinger
(Lv. 1 or 3) |
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. | |
Leech Life
(Lv. 5) Upgrade Lv. 11 |
Move Type: Melee Damage Type: Physical Cooldown: 7s Starting Damage: 1184 Damage per instance: 296, HP healed per instance: 58% 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: 125% 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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Superpower
(Lv. 5) Upgrade Lv. 11 |
Move Type: Area Damage Type: Physical Cooldown: 8.5s 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. |
Ultra Swole Slam
(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. |
Standard Attack | 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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Beast Boost |
Buzzwole
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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Buzzwole This Pokemon does not evolve. |
Level | HP | Defense | Special Defense | Attack Damage |
---|---|---|---|---|
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 |
---|---|---|---|---|
Holowear | |
---|---|
Tuxedo Style
Zirco Trading:
400 |
Dark Hero Style
Event:
Season 13 Battle Pass |
Tuxedo Style (Blue-Green)
Zirco Trading:
400 |
Orange UNITE Style
Zirco Trading:
350 |
Purple UNITE Style
Zirco Trading:
350 |
Leech Life | |
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Pokemon | Move |
Buzzwole | Leech Life |
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) |
|
Medals & Points | Rewards |
Beginner 5 |
Aeos Ticket x100 |
Expert 5 |
Aeos Coin x300 |
Master 10 |
Holowear Ticket x3 |
List of All-Rounder Pokemon Achievements
Upcoming Pokemon | |
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There are currently no upcoming Pokemon. |
All Pokemon Roles | |||||
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Attackers | All-Rounders | Defenders | |||
Speedsters | Supporters |
Attack Type | |
---|---|
Melee Pokemon | Ranged Pokemon |
Physical Pokemon | Special Pokemon |
Stat Rankings | |
HP Ranking | Defense Ranking |
Sp. Def. Ranking | Basic Attack Ranking |
Use Superpower & Smack down is best because u can 1v5 with this moveset, I tried it and i just lost 1/5 HP
Buzzwole Guide: Builds and Best Items
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