Water/Dragon Protosynthesis Sun Guide

Walking Wake
VGC Guide

Walking Wake defies the usual sun team Water weakness: Hydro Steam does not halve in harsh sunlight — it gains ×1.5 power instead, making Walking Wake an ideal special attacker on sun teams. Protosynthesis boosts 125 SpAtk to effective 163, base 109 Speed outspeeds most threats. Water/Dragon dual STAB provides broad coverage, making it the premier secondary special attacker on Koraidon sun teams.

Hydro Steam: The Anti-Sun Counter Move

Hydro Steam + Protosynthesis Mechanic

Hydro Steam is Walking Wake’s defining move: in harsh sunlight it gains ×1.5 power instead of the usual ×0.5 reduction, effectively reaching 120 BP Water STAB. Combined with Protosynthesis boosting 125 SpAtk by 30% to effective 163 in sun, Hydro Steam under sunlight outputs approximately 195 base power equivalent (before STAB). Draco Meteor adds Dragon coverage; Flamethrower handles threatening targets during weather shifts.

125
Base SpAtk
109
Base Speed
163
Protosynthesis SpAtk

Water/Dragon Dual Type: Wide Coverage

Water STAB covers Fire, Rock, and Ground types; Dragon STAB Draco Meteor targets Dragon types and self-lowers SpAtk, ideal for KOing a key target then pivoting out. Water/Dragon typing has only Fairy and Dragon as key weaknesses, though Fairy’s prevalence in VGC requires careful positioning. Flamethrower or Fire Blast provides Grass-type coverage, giving the moveset crucial flexibility.

EV Spreads

Booster Energy Sun Attacker
Timid
252 SpAtk / 4 SpDef / 252 Spe
Booster Energy activates Protosynthesis guaranteeing the SpAtk boost to 163 even without active sunlight. Timid nature preserves base 109 Speed. When sun is removed or overridden by an opponent, Walking Wake maintains its Protosynthesis boost through Booster Energy alone.
Item: Booster Energy
Life Orb Sun Core
Timid
252 SpAtk / 4 SpDef / 252 Spe
Life Orb provides sustained 30% output amplification on top of Protosynthesis in sunlight, creating massive combined damage. Life Orb HP recoil requires Incineroar Intimidate support for survivability; this set suits high-pressure offensive teams needing sustained burst.
Item: Life Orb
Assault Vest Bulk Attacker
Modest
252 HP / 252 SpAtk / 4 SpDef
Assault Vest addresses Walking Wake’s SpDef weakness, enabling longer survival in sun environments. Modest trades Speed for maximum SpAtk — appropriate for sun team positions that don’t require speed priority and instead value sustained output.
Item: Assault Vest

Team Partners

Koraidon
Sun Setter Core

Koraidon’s Orichalcum Pulse auto-sets harsh sunlight on entry, activating Walking Wake’s Protosynthesis and boosting Hydro Steam ×1.5. Together they form a sun dual core — Koraidon’s physical output and Walking Wake’s special output make it impossible to wall both simultaneously.

Incineroar
Intimidate Protection

Incineroar’s Intimidate lowers opposing Attack, giving Walking Wake safer special output opportunities. Parting Shot enables safe pivoting; their combined Fire STAB options also create complementary coverage choices in sun.

Tornadus
Tailwind Speed Support

Tornadus’ Tailwind extends Walking Wake’s base 109 Speed advantage further. Prankster ensures priority setup; Walking Wake’s Dragon and Fairy weaknesses become much harder to punish after Tailwind activation at higher Speed.

Flutter Mane
Fairy Coverage Partner

Flutter Mane’s Fairy STAB covers Walking Wake’s Dragon and Fairy weaknesses, forming a complementary pair. Flutter Mane’s Protosynthesis also activates in sunlight — two Paradox Pokémon sharing sun buffs creates a powerful sun special attacker dual core.

How to Counter Walking Wake

Fairy ×2 Weakness

Fairy moves hit Water/Dragon for ×2 damage — Moonblast or Dazzling Gleam deals massive damage to Walking Wake. Flutter Mane is the most prominent counter since its Protosynthesis also activates in sunlight, threatening Walking Wake on the same weather turns.

Override Sunlight

Without harsh sunlight, Walking Wake cannot activate Protosynthesis (without Booster Energy) and loses Hydro Steam’s ×1.5 boost. Kyogre’s Primordial Sea or Tyranitar’s sandstorm overriding sun dismantles Walking Wake’s entire offensive framework simultaneously.

Grass ×2 Weakness (Water)

Grass moves deal ×2 damage to Water-type Walking Wake. Rillaboom’s Grassy Glide or Leaf Blade under Grassy Terrain threatens Walking Wake while also overriding Koraidon’s sunlight — doubly undermining its output conditions.

Electric ×2 Weakness (Water)

Electric moves hit Water-type Walking Wake for ×2 damage. Miraidon or Sandy Shocks’ Electric spread threatens Walking Wake directly. In non-sun environments, fast Electric-type Pokémon can revenge kill before Walking Wake acts.

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