Hydro Pump
Hydro Pump is a Water beam move. It starts with 29 damage per event and a 1.5-second cooldown, with 5 levels. 149 partners can learn Hydro Pump, and 0 start with it. A slow but devastating water blast.
Base move facts
- Type
- Water
- Behavior
- Beam
- Max level
- 5
- Cooldown (s)
- 1.5
- Base damage
- 29
- Learners
- 149
Hydro Pump: levels 1–5
Hydro Pump starts with a 1.5-second cooldown, changing to 1.125 seconds at level five.
| Move level | Cooldown (s) | Damage per event | Radius / reach | Width |
|---|---|---|---|---|
| Hydro Pump · level 1 | 1.5 | 29 | 250 | 30 |
| Hydro Pump · level 2 | 1.5 | 42.05 | 250 | 30 |
| Hydro Pump · level 3 | 1.5 | 42.05 | 325 | 39 |
| Hydro Pump · level 4 | 1.125 | 42.05 | 325 | 39 |
| Hydro Pump · level 5 | 1.125 | 63.075 | 325 | 39 |
Hydro Pump: type-adjusted event examples
Hydro Pump: 29 level-one damage × the target's clamped type factor, with neutral weather and no other modifiers. Damage is per landed event, rather than per second.
Hydro Pump: upgrade choices
Hydro Pump has four level-up selections. Check how each upgrade changes this move's damage, timing or other attributes.
- Hydro Pump's level 2 card changes damage per event by multiplying by 1.45.
- Hydro Pump's level 3 card changes radius / reach by multiplying by 1.3 and width by multiplying by 1.3.
- Hydro Pump's level 4 card changes cooldown (s) by multiplying by 0.75.
- Hydro Pump's level 5 card changes damage per event by multiplying by 1.5.
Hydro Pump: evolution condition
Hydro Pump evolves into Hydro Cannon with the Power run stat card.
- Bring Hydro Pump to level 5.
- Take the Power card while preparing Hydro Pump; it may be taken before the move reaches maximum level.
- Choose Hydro Pump's golden evolution card for Hydro Cannon.
Hydro Pump: regional learning pools
Hydro Pump's 149 learners include 0 starting partners. A learnset entry allows the attack during a run; starting with Hydro Pump supplies it at the opening selection. Filter the Pokédex by this move to examine every eligible partner.
| Regional banner | Can learn the move | Start with the move | Opening starters that can learn it | Shiny-capable learners |
|---|---|---|---|---|
| Kanto | 32 | 0 | 3 | 32 |
| Johto | 18 | 0 | 1 | 18 |
| Hoenn | 28 | 0 | 1 | 28 |
| Sinnoh | 14 | 0 | 1 | 14 |
| Unova | 12 | 0 | 1 | 12 |
| Kalos | 9 | 0 | 1 | 9 |
| Alola | 13 | 0 | 1 | 13 |
| Galar | 11 | 0 | 1 | 10 |
| Paldea | 12 | 0 | 1 | 12 |
Hydro Pump: starting partner choices
No partner starts with Hydro Pump; choose an eligible learner and acquire the move during the run. Base stats and regional rarity help compare the opening options.