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Crasher Wake & Floatzel

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Tech Tier 1
Analysis by EmmaNielsen

Trainer

Pokemon Info

Type Water
Weak Vs Grass
Role Tech
Base Potential
Gender Male

Pokemon Description

It floats using its well-developed flotation sac. It assists in the rescues of drowning people.

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Stats

HP 72
ATK 21
DEF 10
Sp. ATK 21
Sp. DEF 10
Speed 20
HP 441
ATK 216
DEF 138
Sp. ATK 216
Sp. DEF 150
Speed 380
Bulk 448

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Pokemon Analysis

Overview

Floatzel is one of the prime disrupting Pokémon in Pokémon Masters. Floatzel exceeds at disorienting the enemy, allowing it to deal tons of damage while the enemy is defenseless. Crasher Wake’s supportive kit is all about raising Floatzel’s offense, while Floatzel’s damaging moves revolve around locking up the enemy. Truly, a Sync Pair who work together to dish out a non-stop onslaught.

Strengths

Moves Have Utility

Waterfall has a chance of Flinching the enemy, while Water Pulse has a chance of Confusing the enemy.

At first sight one might think “Since the chances are quite low, isn’t this a weakness?” However, that’s where the Passive Aggravation 1 kicks in. Aggravation 1 raises the chance of inflicting Flinching and Confusion, making sure that Floatzel can frequently make use of its moves’ secondary effects.

Amazing Buffs

Crasher Wake comes with amazing offensive support moves. 

Dire Hit raises Floatzel’s Critical Hit chance by +1 stage. 

“CRASH!” drastically raises Floatzel’s Attack by +3 stages and raises its Sp.Atk by +1 stage.

Thus, Crasher alone can raise Floatzel’s Critical Hit chance to 50% (+2) and achieve +6 Attack (and +2 Sp.Atk) for high offensive capabilities.

Weaknesses

Limited Offense in Practice

It is true that Crasher Wake & Floatzel can do some serious damage when working together, with their game plan of quickly buffing up, Confusing and Flinching the enemy constantly, and pouring on the damage. However, while it sounds extremely good on paper, this Sync Pair has its limitations. 

First is the fact that Floatzel’s offenses are sorely lacking. One might say that this pair doesn’t need additional damage because of all the status conditions enemy goes through, but that does still lead to an extremely long, drawn-out and often boring battle that could be avoided with some other Sync Pairs. Also, the offensive buff from "CRASH!" benefits Waterfall far more than Water Pulse, making the latter somewhat lackluster in its role of providing mixed offense options.

The secondary limitation is that Floatzel doesn’t have any AoE disabling moves, which means that while he has pinned down one enemy there will still be two enemies who strike back. Overall, this means that combined with his low damage output, Floatzel is heavily reliant on his allies to carry the bulk of the actual damage in combat, which begs the question of why you wouldn’t just use another, more synergistic pair.

Team Synergy

Floatzel can do a lot on his own because Crasher Wake can raise both Critical Strike chance and damage output, so pairing him with a Sync Pair that has access to Dire Hit All would help Floatzel achieve 100% Crit Chance.

Also, teaming up with a strong Striker unit would be handy when it is time to do some serious damage, i.e. after Floatzel managed to tie up the enemy for your Striker Sync Pair to take them out of the equation.

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Moves

Type Water
Category
Power
45 / 54
Accuracy 100
Target An opponent
Cost
Has a small chance of making the target flinch.
Unlock Requirements
Unlocked by Default
Category
Target Self
Uses 2
Sharply raises the user’s critical-hit rate.
Unlock Requirements
Unlocked by Default
Type Water
Category
Power
47 / 56
Accuracy 100
Target An opponent
Cost
Has a small chance of leaving the target confused.
Move Unlock Requirements
Category
Power
0 / 0
Accuracy 0
Target Self
Uses 2
Drastically raises the user’s Attack. Raises the user’s Sp. Atk.

Sync Move

Type Water
Category
Power
200 / 240
Accuracy -
Target An opponent
Effect Tag -

Its power increases if the target is flinching.

Passive Skills

Racing Rain 2

Quickly charges the move gauge when the weather is rainy.

Aggravation 1

Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves.