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Pokémon Scarlet and Violet are continuing to unveil more information about the mysteries of Paradox Pokémon. Recently, trainers gained the opportunity to challenge two brand new Paradox Pokémon for the first time: Walking Wake and Iron Leaves.

While these two creatures are not yet legal in the official VCG format, trainers can begin theorycrafting how to use them and practicing with them in unofficial battles. Here’s an overview of the best Nature for Walking Wake in Pokémon Scarlet.

Best Nature for Walking Wake

In the main series Pokémon games, every Pokémon has a Nature that boosts one of its stats while lowering another. There are five neutral Natures, which technically raise and drop the same stat. Otherwise, Pokémon want to have Natures that raise and lower stats in a way that complements their existing strengths while minimizing their weaknesses.

Since it is a special attacker, there are two solid options trainers can choose between when it comes to the best Nature for Walking Wake: Modest or Timid. Both of these Natures lower the Attack stat, which doesn’t matter for Walking Wake since it shouldn’t be running physical moves. In exchange for an unimpactful Attack drop, the Modest Nature raises Walking Wake’s Special Attack, while the Timid Nature raises its Speed.

Which Nature you should choose depends on the specific items and moveset you plan on using. If your Walking Wake will hold the Choice Specs, which boosts its Special Attack, then you may want to go with a Timid Nature. Conversely, a Modest Walking Wake may be better if you want your Walking Wake to hold the Choice Scarf, which boosts its Speed.

In addition, you might opt for a Modest Walking Wake if you want to teach it Agility rather than locking it into using exclusively offensive moves with a Choice item set.

How to use the Water/Dragon-type

Walking Wake uses one of the best attacks in its moveset, Hydro Steam
Walking Wake attacks with a Water-type move. | Provided by The Pokémon Company

Walking Wake can thrive on either a sun team or an anti-sun team due to its Ability, Protosynthesis, and its signature move, Hydro Steam. Protosynthesis gives it a Special Attack boost in harsh sunlight, while Hydro Steam is a Water-type attack that does extra damage in the sun. Walking Wake also learns Flamethrower as a coverage move that hits harder in the sun and threatens the Grass-types that might otherwise give it trouble.

With Hydro Steam, a Choice Specs Walking Wake shuts down the Fire-types that would otherwise excel in the sun. It can also deal massive damage with moves like Draco Meteor and Flamethrower. For its fourth move slot, Walking Wake could learn a utility move like Snarl, a secondary same-type attack bonus move like Dragon Pulse or, if it has a unique Tera type, Tera Blast as a coverage move. Since it already gets two Special Attack boosts from its Choice Specs and Protosynthesis, a sun-based Walking Wake should be Timid so it can get an extra bit of Speed.

Conversely, if it is not in the sun, Walking Wake may want to hold the Booster Energy in order to activate its Ability and get a Special Attack increase. The best Nature for a Booster Energy Walking Wake is Modest, as it needs the extra offensive boost since it isn’t holding the Choice Specs. This Waking Wake may also want to run Hydro Pump as its primary STAB move, since Hydro Steam is only a stronger move in the sun.