Skip to content

091 - Cloyster

TypeAbility

(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
50
ATK
95
DEF
180
SPA
85
SPD
45
SPE
70
BST
525

Wild Hold Items

  • 50%: Pearl
  • 5%: Big Pearl

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Aurora Beam7510020Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
1Pin Missile259520Priority: 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.
1Rapid Spin5010040Priority: 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.
1Toxic SpikesNoneNone20Priority: 0. Scatters poisoned spikes around the opposing field, which poison opposing Pokémon that enter the field. A second layer of these spikes may be laid down, in which case Pokémon will be badly poisoned instead. Pokémon immune to either ground moves or being poisoned are immune to this effect. Pokémon otherwise immune to ground moves are affected during gravity.

If a poison Pokémon not immune to ground moves enters a field covered with poisoned spikes, the spikes are removed.

rapid spin will remove this effect from its user's side of the field. defog will remove this effect from its target's side of the field.

This move does not trigger synchronize, unless the Pokémon with synchronize was forced to enter the field by another effect such as roar.

Pokémon entering the field due to baton pass are not affected by this effect.
19Smart Strike70None10Priority: 0. Ignores accuracy and evasion modifiers.
31SpikesNoneNone20Priority: 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.
40Razor Shell7510010Priority: 0. Has a 50% chance to lower the target's Defense by one stage.
50Twineedle4010020Priority: 0. Hits twice in the same turn. Has a 20% chance to poison the target.
58Icicle Crash859010Priority: 0. Has a 30% chance to make the target flinch.
63Rock Blast259010Priority: 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.
69Icicle Spear2510030Priority: 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.
74Ice Shard4010020Priority: 1. Inflicts regular damage.
78Shell SmashNoneNone15Priority: 0. Raises the user's Attack, Special Attack, and Speed by two stages each. Lowers the user's Defense and Special Defense by one stage each.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM7HailNoneNone10Priority: 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.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM13Ice Beam9010010Priority: 0. Has a 10% chance to freeze the target.
TM14Blizzard110705Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
TM15Hyper Beam150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM17ProtectNoneNone10Priority: 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.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM20Tri Attack8010010Priority: 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.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM56Weather Ball5010010Priority: 0. If a weather move is active, this move has double power, and its type becomes the type of the weather move.
TM64Explosion2501005Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
TM68Giga Impact150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM79Frost Breath509010Priority: 0. Always scores a critical hit.
TM84Poison Jab8010010Priority: 0. Has a 30% chance to poison the target.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
HM3Surf9010015Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM5Waterfall8010010Priority: 0. Has a 20% chance to make the target flinch.
HM6Dive10010010Priority: 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

NamePowerAccuracyPPTypeDamage ClassEffect
Icy Wind559515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Iron DefenseNoneNone15Priority: 0. Raises the user's Defense by two stages.
Signal Beam7510015Priority: 0. Has a 10% chance to confuse the target.
Sleep TalkNoneNone10Priority: 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.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.

Pre-Evolution Moves

Species Method Move
Shellder Lvl 7 Aqua Ring
Shellder Lvl 48 Avalanche
Shellder Lvl 32 Bubble Beam
Shellder Lvl 64 Hydro Pump
Shellder Lvl 4 Leer
Shellder Lvl 13 Mud Shot
Shellder Lvl 56 Payback
Shellder Lvl 22 Screech
Shellder Lvl 1 Tackle
Shellder Lvl 44 Take Down
Shellder Lvl 1 Water Gun
Shellder Lvl 19 Water Pulse
Shellder Lvl 16 Whirlpool
Shellder Lvl 1 Withdraw

Encounter Locations

Location     Level Spawn Percent
Giants Chasm Entrance Cave Fish, Rippling Water 50-60 90.0
Giants Chasm Kyurems Cave Fish, Rippling Water 50-60 90.0
Route 21 Fish   50-55 10.0
Route 21 Fish, Rippling Water   50-55 70.0
Route 21 Surf, Rippling Water   50-55 10.0
Seaside Cave Upper Floor Fish 40-50 5.0
Undella Town Fish, Rippling Water   40-46 10.0
Wellspring Cave Fish, Rippling Water   65-75 5.0