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Official artwork of Dewott

#0502

Dewott

Gen V

Discipline Pokémon

Water

Pokédex entry · Black

Strict training is how it learns its flowing double-scalchop technique.

Height
0.8 m
Weight
24.5 kg
Base EXP
145
Growth
Medium slow
Catch rate

45/255Medium

Friendship

70/255

Base stats

HP75Attack75Defense60Speed60Sp. Def60Sp. Atk83
HP
75
Attack
75
Defense
60
Speed
60
Sp. Def
60
Sp. Atk★
83

Total 413

Medium

EV yield +2 Sp. Atk

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP135182
Attack72139
Defense58123
Speed58123
Sp. Def58123
Sp. Atk79148
Total460838

About Dewott

At 24.5 kg and 0.8 m tall, Dewott has the compact body of a sea otter, but its appearance is defined by the two scalchops it carries as swords. It draws them from its limbs and uses them to perform fencing techniques, a discipline it trains in rigorously. Pokédex entries describe it as a skilled swordsman: it does not fight on instinct, but perfects specific moves until it can perform them with ease.

Its English name combines “dew” with “otter”, while the Japanese Futachimaru contains futa, “two”, and maru, an element commonly found in names associated with people, ships or rounded shapes. The design thus combines a sea otter’s anatomy with a samurai aesthetic.

It occupies the middle stage of its evolutionary line. It evolves from Oshawott at level 17 and keeps its Water typing, but develops a more upright silhouette and a fighting style centred on its scalchops. After reaching level 36, it evolves into Samurott.

Combat analysis

×2

Weakness

ElectricGrass
×½

Resistance

FireWaterIceSteel

Dewott in depth

An Otter with Two Swords

The design starts with a sea otter, an animal associated with water and with manipulating objects using its forelimbs. The scalchops transform that natural basis into the concept of a trained warrior. They are not mere decorations: Pokédex entries present them as combat tools that it uses with techniques learned through discipline. Its upright stance and combination of blue, white and dark elements reinforce the impression of a samurai apprentice.

The English name, Dewott, combines “dew” and “otter”. The first part evokes dew or moisture, while the second directly identifies the otter. The Japanese Futachimaru includes futa, “two”, a clear reference to the two scalchops, and maru, a common component in Japanese names. Its later evolution takes this idea towards a figure closer to a fully formed warrior: Samurott.

From Unova Apprentice to Support Fighter

Since its debut in the fifth generation, Dewott has kept its Water typing, its primary abilities and its stat distribution. The real change between generations comes from the available movepool and each game’s rules. In Scarlet and Violet, it has tools such as Surf, Ice Beam, Protect, Knock Off, Air Slash and U-turn, as well as both physical and special Water-type moves. This variety keeps it from being limited to a single stat, but it also makes the central problem clear: none of its offensive or defensive figures stand out enough to make up for its Speed of 60.

Its most reasonable role is as a passing attacker during the adventure. Water Pulse offers consistent special damage, Razor Shell and Aqua Tail let it play on the physical side, and Encore can punish an opponent that repeats an unhelpful move. Swords Dance improves Attack, although it needs a free turn that its defenses do not guarantee. Hydro Pump deals more damage, but its accuracy and lack of complementary power make it a specific gamble rather than a general solution.

What Lies Between Oshawott and Samurott

Compared with Oshawott, it gains more offensive presence and a clearer identity as a swordsman. It also loses some of the childlike look of its first stage. Against Samurott, however, it falls short in stats and in its ability to close out battles. That difference comes with its middle-stage position: it has access to useful moves before reaching the final stage, but it does not yet have the numbers needed to become a constant threat.

The ability Torrent fits its role as an attacker that reaches the final stretch of a battle with reduced HP. Shell Armor provides safety against critical hits, but does not increase damage or improve its initiative. On story teams, it is worth taking advantage of its resistances to Fire, Water, Ice and Steel, while avoiding Grass- or Electric-type attacks. Against Rock- or Ground-type opponents, its Water moves are the direct answer; against resistant targets, Ice-, Fighting-, Dark- or Flying-type coverage helps keep it from being walled.

The Scalchops as a Playing Style

Its movepool reflects the character concept. Razor Shell and Sacred Sword represent close-quarters combat, while Aqua Cutter and Air Slash maintain the idea of precisely executed cuts. Knock Off provides utility against opponents that rely on an item, and U-turn lets it strike and leave the field to keep the battle’s momentum.

It should not be expected to endure prolonged exchanges. Its HP are 75, but both of its defenses sit at 60, and its Speed does not let it control many matchups either. Its performance improves when it comes in against an already weakened target, exploits a type weakness or lets Torrent turn a Water-type attack into the blow that finishes the battle. After reaching level 36, the line leaves this stage behind and moves on to its final form.

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