115 - Kangaskhan
Type | Ability | |
---|---|---|
(1) Early Bird (2) Scrappy (HA) Inner Focus | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Stats
HP 105 | ATK 95 | DEF 80 | SPA 40 | SPD 80 | SPE 90 | BST 490 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | 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. | ||
1 | Leer | None | 100 | 30 | Priority: 0. Lowers the target's Defense by one stage. | ||
1 | Sucker Punch | 70 | 100 | 5 | Priority: 1. If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail. This move is not affected by iron fist. | ||
1 | Tackle | 50 | 100 | 30 | Priority: 0. Inflicts regular damage. | ||
1 | Tail Whip | None | 100 | 30 | Priority: 0. Lowers the target's Defense by one stage. | ||
1 | Zap Cannon | 120 | 50 | 5 | Priority: 0. Has a 100% chance to paralyze the target. | ||
4 | Rage | 20 | 100 | 20 | Priority: 0. Every time the user is hit after it uses this move but before its next action, its Attack raises by one stage. | ||
7 | Disable | None | 100 | 20 | Priority: 0. Disables the target's last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field. | ||
10 | Double Hit | 35 | 90 | 10 | Priority: 0. Hits twice in one turn. | ||
13 | Bite | 60 | 100 | 20 | Priority: 0. Has a 30% chance to make the target flinch. | ||
16 | Covet | 60 | 100 | 20 | Priority: 0. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken. Pokémon with sticky hold or multitype are immune to the item theft effect. The target cannot recover its item with recycle. | ||
19 | Helping Hand | None | None | 20 | Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome. | ||
22 | Chip Away | 70 | 100 | 20 | Priority: 0. Damage calculation ignores the target's stat modifiers, including evasion. | ||
25 | Fake Out | 40 | 100 | 10 | Priority: 3. Causes the target to flinch. Can only be used on the user's first turn after entering the field. | ||
28 | Seismic Toss | None | 100 | 20 | Priority: 0. Inflicts damage equal to the user's level. Type immunity applies. | ||
32 | Circle Throw | 60 | 90 | 10 | Priority: -6. Inflicts regular damage, then switches the target out for another of its trainer's Pokémon, selected at random. If the target is a wild Pokémon, the battle ends instead. | ||
36 | Dizzy Punch | 70 | 100 | 10 | Priority: 0. Has a 20% chance to confuse the target. | ||
40 | Drain Punch | 75 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
44 | Body Slam | 85 | 100 | 15 | Priority: 0. Has a 30% chance to paralyze the target. | ||
48 | Crunch | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Defense by one stage. | ||
52 | Hammer Arm | 100 | 90 | 10 | Priority: 0. Inflicts regular damage, then lowers the user's Speed by one stage. | ||
56 | Crush Claw | 75 | 95 | 10 | Priority: 0. Has a 50% chance to lower the target's Defense by one stage. | ||
60 | Reversal | None | 100 | 15 | Priority: 0. Power varies inversely with the user's proportional remaining HP. 64 * current HP / max HP | Power -----------------------: | ----: 0– 1 | 200 2– 5 | 150 6–12 | 100 13–21 | 80 22–42 | 40 43–64 | 20 | ||
65 | Double-Edge | 120 | 100 | 15 | Priority: 0. User takes 1/3 the damage it inflicts in recoil. | ||
70 | Trump Card | None | None | 5 | Priority: 0. Power is determined by the PP remaining for this move, after its PP cost is deducted. Ignores accuracy and evasion modifiers. PP remaining | Power ------------ | ----: 4 or more | 40 3 | 50 2 | 60 1 | 80 0 | 200 If this move is activated by another move, the activating move's PP is used to calculate power. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM1 | Hone Claws | None | None | 15 | Priority: 0. Raises the user's Attack and accuracy by one stage. | ||
TM5 | Roar | None | None | 20 | Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately. | ||
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. | ||
TM11 | Sunny Day | None | None | 5 | Priority: 0. Changes the weather to sunshine for five turns. | ||
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. | ||
TM15 | Hyper Beam | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
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. | ||
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. | ||
TM22 | Solar Beam | 120 | 100 | 10 | Priority: 0. User charges for one turn before attacking. | ||
TM24 | Thunderbolt | 90 | 100 | 10 | Priority: 0. Has a 10% chance to paralyze the target. | ||
TM25 | Thunder | 110 | 70 | 5 | Priority: 0. Has a 30% chance to paralyze the target. During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy. | ||
TM26 | Earthquake | 100 | 100 | 10 | Priority: 0. Inflicts regular damage. If the target is in the first turn of dig, this move will hit with double power. | ||
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. | ||
TM28 | Dig | 80 | 100 | 10 | Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, earthquake, fissure, and magnitude 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. | ||
TM30 | Shadow Ball | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage. | ||
TM31 | Brick Break | 75 | 100 | 15 | Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage. | ||
TM35 | Flamethrower | 90 | 100 | 10 | Priority: 0. Has a 10% chance to burn the target. | ||
TM37 | Sandstorm | None | None | 10 | Priority: 0. Changes the weather to a sandstorm for five turns. Pokémon that are not ground, rock, or steel take 1/16 their max HP at the end of every turn. Every rock Pokémon's original Special Defense is raised by 50% for the duration of this effect. | ||
TM38 | Fire Blast | 110 | 85 | 5 | Priority: 0. Has a 10% chance to burn the target. | ||
TM39 | Rock Tomb | 60 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
TM40 | Aerial Ace | 60 | None | 20 | Priority: 0. Ignores accuracy and evasion modifiers. | ||
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. | ||
TM45 | Power-Up Punch | 50 | 100 | 20 | Priority: 0. Raises the user's Attack by one stage. | ||
TM47 | Low Sweep | 65 | 100 | 20 | Priority: 0. Lowers the target's Speed by one stage. | ||
TM52 | Focus Blast | 120 | 70 | 5 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM59 | Incinerate | 60 | 100 | 15 | Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move. | ||
TM60 | Quash | None | 100 | 15 | Priority: 0. Forces the target to act last this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail. | ||
TM65 | Shadow Claw | 70 | 100 | 90 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
TM67 | Retaliate | 70 | 100 | 5 | Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power. | ||
TM68 | Giga Impact | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
TM78 | Bulldoze | 60 | 100 | 20 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
TM80 | Rock Slide | 75 | 90 | 10 | Priority: 0. Has a 30% chance to make the target flinch. | ||
TM83 | Work Up | None | None | 30 | Priority: 0. Raises the user's Attack and Special Attack by one stage each. | ||
TM85 | Play Rough | 90 | 90 | 10 | Priority: 0. Has a 10% chance to lower the target's Attack by one stage. | ||
TM87 | Rock Climb | 80 | 95 | 10 | Priority: 0. Has a 20% chance to confuse the target. | ||
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. | ||
TM94 | Rock Smash | 55 | 100 | 15 | Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist | ||
HM1 | Cut | 50 | 95 | 30 | Priority: 0. High Critical Ratio | ||
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. | ||
HM4 | Strength | 85 | 100 | 10 | Priority: 0. 10% Raise Attack |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Aqua Tail | 100 | 85 | 10 | Priority: 0. Inflicts regular damage. | ||
Covet | 60 | 100 | 20 | Priority: 0. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken. Pokémon with sticky hold or multitype are immune to the item theft effect. The target cannot recover its item with recycle. | ||
Drain Punch | 75 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
Endeavor | None | 100 | 5 | Priority: 0. Inflicts exactly enough damage to lower the target's HP to equal the user's. If the target's HP is not higher than the user's, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage. | ||
Fire Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to burn the target. | ||
Helping Hand | None | None | 20 | Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome. | ||
Ice Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to freeze the target. | ||
Icy Wind | 55 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
Iron Tail | 100 | 75 | 15 | Priority: 0. Has a 30% chance to lower the target's Defense by one stage. | ||
Low Kick | None | 100 | 20 | Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120. Target's weight | Power --------------- | ----: Up to 10kg | 20 Up to 25kg | 40 Up to 50kg | 60 Up to 100kg | 80 Up to 200kg | 100 Above 200kg | 120 | ||
Outrage | 120 | 100 | 10 | Priority: 0. User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused. | ||
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. | ||
Spite | None | 100 | 10 | Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail. | ||
Thunder Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to paralyze the target. | ||
Uproar | 90 | 100 | 10 | Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move. |
Encounter Locations
Location | Level | Spawn Percent | ||
---|---|---|---|---|
Mistralton Cave | 1F | Cave | 34-36 | 15.0 |
Mistralton Cave | 1F | Dust Cloud | 35-37 | 100.0 |
Mistralton Cave | 2F | Cave | 35-37 | 15.0 |
Mistralton Cave | 2F | Dust Cloud | 35-37 | 100.0 |
Mistralton Cave | 3F | Cave | 36-38 | 15.0 |
Mistralton Cave | 3F | Dust Cloud | 36-38 | 100.0 |
Route 18 | Dark Grass (Doubles) | 73 | 10.0 | |
Route 18 | Grass | 66 | 10.0 | |
Victory Road | Connecting Caves II, Dragons | Cave | 59-62 | 10.0 |
Victory Road | Connecting Caves II, Dragons | Dust Cloud | 60-65 | 20.0 |