Walking Wake provides an interesting Speed tier, outspeeding problematic threats such as Iron Treads and Landorus, and offers coverage that pressures types such as Steel and Flying for Dragon teams. Scald's burn chance makes Walking Wake riskier to switch into, as it can inflict burn and reduce the threat of physically-inclined specially defensive pivots such as Assault Vest Iron Hands, Alolan Muk, and Hisuian Goodra. Alternatively, Hydro Steam's boosted power under sun lets Walking Wake deal with Volcarona and Cinderace in the Fire matchup, which can otherwise clean Dragon teams late-game. Flamethrower dissuades Corviknight and Gholdengo from switching into Walking Wake and completes its coverage against Steel teams. Knock Off removes Heavy-Duty Boots from Articuno, greatly easing the Flying matchup. It also inconveniences foes that swap into Walking Wake, such as Primarina, Toxapex, and Hisuian Goodra, making them easier for its teammates to break. Alternatively, Flip Turn lets Walking Wake keep the pressure against hard checks to it like Galarian Slowking, Empoleon, and Primarina by swapping into teammates that handle them better. Flip Turn is neutered by Water Absorb Clodsire, however. Heavy-Duty Boots lets Walking Wake come in repeatedly in the Steel matchup, whose gameplan revolves around wearing down opposing teams through multiple entry hazards. It also lets Walking Wake stay healthy throughout the match, preventing Choice Band Mamoswine, Choice Scarf Greninja, and Choice Scarf Meowscarada from cleaning Dragon teams late-game. The EV spread lets Walking Wake activate Protosynthesis Speed, allowing it to outspeed and remove Cinderace and +1 Volcarona under sun.
Walking Wake's Speed tier leaves much to be desired, as it gets outsped by Choice Specs Flutter Mane, Spectrier, and Latios, so a speedy teammate in Dragapult is wanted. Choice Specs Dragapult benefits from walls like Articuno and Assault Vest Tornadus-T getting their items removed by Walking Wake, as this lets Dragapult net 2HKOs on them after Stealth Rock. Archaludon provides Stealth Rock and should ideally run Thunderbolt when paired with Walking Wake, as it helps keep entry hazards up against Flying teams. It also switches into physical threats like Roaring Moon, Ogerpon-W, and Meowscarada, which attempt to revenge kill Walking Wake. In return, Walking Wake deals with Gholdengo, Volcarona, and Landorus. Similarly, Hisuian Goodra absorbs special attacks from Primarina, Latios, and Flutter Mane for Walking Wake. Walking Wake returns the favor by dealing with Corviknight, Iron Treads, and Garchomp. Latios and Kyurem deal with Water Absorb Clodsire, which is Walking Wake's best counter. They also work with Walking Wake to break down Fighting, Ground, and Flying teams, and both appreciate Walking Wake's ability to lure and weaken special walls by removing Assault Vest from Gallade and Heavy-Duty Boots from Articuno. Choice Scarf Latios in particular is a decent option, as it can clean Flying teams late-game and provides speed control to shore up Walking Wake's awkward Speed tier. Choice Scarf Roaring Moon deals with Choice Specs Flutter Mane and Latios, and it can pivot Walking Wake into physical walls like Skarmory that it can take advantage of and that Roaring Moon naturally lures. Spikes Garchomp, especially when paired with Knock Off provided by Walking Wake, can prove overwhelming for types like Water and Ghost, which do not have good forms of entry hazard removal. Garchomp also handles Clodsire and appreciates having walls like Skarmory and Moltres removed, which Walking Wake takes care of. Dragonite provides a Ground immunity and priority to deal with Iron Valiant and Enamorus, and in return, Walking Wake removes Great Tusk and Skarmory.