090 - Shellder
Type | Ability | |
---|---|---|
(1) Shell Armor (2) Skill Link (HA) Overcoat | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Shellder | Use Water Stone | Cloyster |
Stats
HP 30 | ATK 65 | DEF 100 | SPA 45 | SPD 25 | SPE 40 | BST 305 |
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 |
---|---|---|---|---|---|---|---|
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
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. | ||
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. | ||
TM64 | Explosion | 250 | 100 | 5 | Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage. | ||
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 |
---|---|---|---|---|---|---|
Icy Wind | 55 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
Iron Defense | None | None | 15 | Priority: 0. Raises the user's Defense by two stages. | ||
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. | ||
Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. |
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 |