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Swampfield

The field is swamped.

Swamp Field is a Field in Pokémon Reborn. It is categorized as a Telluric Field and designated number 08 in the Field Notes app.

Field Note[]

Name: Field Effect Read-Out 08
Location: Azurine Island
Earliest available: After Badge 04

Guide:

Go to the top of the island. Go down across the water leaves to reach this tree. Cut it, then go down and right.
Field 08 1Field 08 2

Cut the tree, then go up and right. Jump down the ledge.
Field 08 3Field 08 4

Go far up across the water leaves to reach the next piece of land. Go right and cut the tree.
Field 08 5Field 08 6

Go down and then right across the water leaves. Then go down, and jump down the ledge.
Field 08 7Field 08 8

Go around the tree, then left and far up across the water leaves.
Field 08 9Field 08 10

Transitions from Other Fields[]

This Field is generated if the moves Grass Pledge and Water Pledge are used one after the other in a battle. These moves can be any number of turns apart, as long as the active Field is not changed in those turns. This field when generated will last for 4 turns normally and 7 turns if the user of the second move holds an Amplifield Rock. Also, if either of the moves is used again while the Field is active, the duration of the Field will be changed to 4/7 turns from that turn.

General Effects[]

  • Poison-type moves used against grounded Pokémon increase in base power by 1.5x
  • At the end of each turn, all Pokémon on the field that are grounded have their Speed lowered by one stage, unless they have one of the abilities Quick Feet, Swift Swim, Clear Body or White Smoke
  • Pokémon afflicted with sleep take damage equal to 1/16 of their maximum HP each turn, unless they have the ability Magic Guard

Abilities Affected[]

  • Gooey now lowers Speed by 2 stages upon activation
  • Water Compaction is activated at the end of each turn
  • Dry Skin additionally restores 1/16 of the bearer's maximum HP each turn in the absence of harsh sunlight and rain

Moves Affected[]

Moves that increase in base power by 1.5x and gain Water as a secondary type[]

Move Type Category Power Accuracy PP
Smack Down Rock Physical 50 100% 15 (max. 24)
Thousand Arrows Ground Physical 90 100% 10 (max. 16)

Moves that increase in base power by 1.5x[]

Move Type Category Power Accuracy PP
Brine Water Special 65 100% 10 (max. 16)
Gunk Shot Poison Physical 120 80% 5 (max. 8)
Mud Bomb Ground Special 65 85% 10 (max. 16)
Mud Shot Ground Special 55 95% 15 (max. 24)
Mud-Slap Ground Special 20 100% 10 (max. 16)
Muddy Water Water Special 90 85% 10 (max. 16)
Sludge Wave Poison Special 95 100% 10 (max. 16)
Surf Water Special 90 100% 15 (max. 24)
Hydro Vortex Water Physical —% 1 (max. 1)
Hydro Vortex Water Special —% 1 (max. 1)

Moves that decrease in base power by 0.25x[]

Move Type Category Power Accuracy PP
Bulldoze Ground Physical 60 100% 20 (max. 32)
Earthquake Ground Physical 100 100% 10 (max. 16)
Magnitude Ground Physical 100% 30 (max. 48)

Other moves[]

Seed[]

The Telluric Seed raises Defense and Special Defense by one stage and applies Ingrain to the user.

Transitions to Other Fields[]


Electric TerrainGrassy TerrainMisty TerrainDark Crystal CavernChess BoardBig Top Arena
Burning FieldSwamp FieldRainbow FieldCorrosive FieldCorrosive Mist FieldDesert Field
Icy FieldRocky FieldForest FieldSuper-Heated FieldFactory FieldShort-Circuit Field
WastelandAshen BeachWater SurfaceUnderwaterCaveGlitch FieldCrystal Cavern
Murkwater SurfaceMountainSnowy MountainHoly FieldMirror ArenaFairy Tale Field
Dragon's DenFlower Garden FieldStarlight ArenaNew WorldInverse FieldPsychic Terrain
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