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090 - Shellder

  Type Ability


(1) Shell Armor
(2) Skill Link
(HA) Overcoat

Evolutions


Shellder
Use Water Stone
Cloyster

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
 

















 

Stats

HPATKDEFSPASPDSPEBST
3065100452540305

Wild Hold Items

  • 50%: Pearl
  • 5%: Big Pearl

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Tackle 50 100 30 Priority: 0. Inflicts regular damage.
1 Water Gun 40 100 25 Priority: 0. Inflicts regular damage.
1 Withdraw None None 40 Priority: 0. Raises the user's Defense by one stage.
4 Leer None 100 30 Priority: 0. Lowers the target's Defense by one stage.
7 Aqua Ring None None 20 Priority: 0. Restores 1/16 of the user's max HP at the end of each turn. If the user leaves the field, this effect ends.

This effect is passed on by baton pass.
10 Rapid Spin 50 100 40 Priority: 0. Removes leech seed from the user, frees the user from bind, clamp, fire spin, magma storm, sand tomb, whirlpool, and wrap, and clears spikes, stealth rock, and toxic spikes from the user's side of the field. If this move misses or has no effect, its effect doesn't activate.
13 Mud Shot 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
16 Whirlpool 35 85 15 Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.

If the target is in the first turn of dive, this move will hit with double power.
19 Water Pulse 60 100 20 Priority: 0. Has a 20% chance to confuse the target.
22 Screech None 85 40 Priority: 0. Lowers the target's Defense by two stages.
25 Aurora Beam 75 100 20 Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
28 Spikes None None 20 Priority: 0. Scatters spikes around the opposing field, which damage opposing Pokémon that enter the field for 1/8 of their max HP. Pokémon immune to ground moves are immune to this damage, except during gravity. Up to three layers of spikes may be laid down, adding 1/16 to the damage done: two layers of spikes damage for 3/16 max HP, and three layers damage for 1/4 max HP.
32 Bubble Beam 70 100 20 Priority: 0. Has a 10% chance to lower the target's Speed by one stage.
36 Iron Defense None None 15 Priority: 0. Raises the user's Defense by two stages.
40 Razor Shell 75 100 10 Priority: 0. Has a 50% chance to lower the target's Defense by one stage.
44 Take Down 90 85 20 Priority: 0. User takes 1/4 the damage it inflicts in recoil.
48 Avalanche 60 100 10 Priority: -4. If the target damaged the user this turn and was the last to do so, this move has double power.

pain split does not count as damaging the user.
52 Twineedle 40 100 20 Priority: 0. Hits twice in the same turn. Has a 20% chance to poison the target.
56 Payback 50 100 10 Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power.
60 Rock Blast 25 90 10 Priority: 0. Hits 2–5 times in one turn.

Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
64 Hydro Pump 110 80 5 Priority: 0. Inflicts regular damage.
68 Icicle Spear 25 100 30 Priority: 0. Hits 2–5 times in one turn.

Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
73 Ice Shard 40 100 20 Priority: 1. Inflicts regular damage.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM13 Ice Beam 90 100 10 Priority: 0. Has a 10% chance to freeze the target.
TM14 Blizzard 110 70 5 Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM20 Tri Attack 80 100 10 Priority: 0. Has a 20% chance to burn, freeze, or paralyze the target. One of these effects is selected at random; they do not each have independent chances to occur.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM64 Explosion 250 100 5 Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
TM7 Hail None None 10 Priority: 0. Changes the weather to hail for five turns, during which non-ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
HM3 Surf 90 100 15 Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM6 Dive 100 100 10 Priority: 0. User dives underwater for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, surf, and whirlpool still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Iron Defense None None 15 Priority: 0. Raises the user's Defense by two stages.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.

Encounter Locations

Location     Level Spawn Percent
Giants Chasm Entrance Cave Fish 50-60 70.0
Giants Chasm Kyurems Cave Fish 50-60 70.0
Route 21 Fish   50-55 60.0
Route 21 Surf   50-55 60.0
Route 21 Surf, Rippling Water   50-55 60.0
Seaside Cave Upper Floor Fish 30-40 30.0
Seaside Cave Upper Floor Fish, Rippling Water 40-46 60.0
Wellspring Cave Fish   50-60 30.0
Wellspring Cave Fish, Rippling Water   65 60.0