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206 - Dunsparce

  Type Ability

(1) Serene Grace
(2) Run Away
(HA) Rattled

Defenses

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

   
















 

Stats

HPATK+20DEF+25SPA-10SPDSPEBST+35
1009095556545450

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Stored Power 20 100 10 Priority: 0. Power is increased by 100% its original value for every stage any of the user's stats have been raised. Accuracy, evasion, and lowered stats do not affect this move's power. For a Pokémon with all five stats modified to +6, this move's power is 31×.
1 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.
1 Defense Curl None None 40 Priority: 0. Raises user's Defense by one stage.

After this move is used, the power of ice ball and rollout are doubled until the user leaves the field.
1 Mud-Slap 30 100 20 Priority: 0. Has a 100% chance to lower the target's accuracy by one stage.
1 Rollout 40 90 20 Priority: 0. User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16x, and resets to normal after the lock-in ends.
4 Bite 60 100 20 Priority: 0. Has a 30% chance to make the target flinch.
7 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.
10 Pursuit 40 100 20 Priority: 0. If the target attempts to switch out this turn before the user acts, this move hits the target before it leaves and has double power.

This effect can still hit a Pokémon that switches out when it has a substitute up or when an ally has used follow me.
13 Screech None 85 40 Priority: 0. Lowers the target's Defense by two stages.
16 Yawn None None 10 Priority: 0. Puts the target to sleep at the end of the next turn. Ignores accuracy and evasion modifiers.
19 Headbutt 70 100 15 Priority: 0. Has a 30% chance to make the target flinch.
22 Hex 65 100 15 Priority: 0. If the target has a major status ailment, this move has double power.
25 Curse None None 10 Priority: 0. If the user is a ghost: user pays half its max HP to place a curse on the target, damaging it for 1/4 its max HP every turn.
Otherwise: Lowers the user's Speed by one stage, and raises its Attack and Defense by one stage each.

The curse effect is passed on by baton pass.

This move cannot be copied by mirror move.
28 Ancient Power 60 100 5 Priority: 0. Has a 10% chance to raise all of the user's stats one stage.
31 Take Down 90 85 20 Priority: 0. User takes 1/4 the damage it inflicts in recoil.
34 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.
37 Body Slam 85 100 15 Priority: 0. Has a 30% chance to paralyze the target.
40 Coil None None 20 Priority: 0. Raises the user's Attack, Defense, and accuracy by one stage each.
43 Dual Wingbeat 40 90 10 Priority: 0. Inflicts regular damage.
46 Air Slash 75 95 10 Priority: 0. Has a 30% chance to make the target flinch.
49 Glare None 100 30 Priority: 0. Paralyzes the target.
52 Dragon Rush 100 80 10 Priority: 0. Has a 20% chance to make the target flinch.
55 Agility None None 30 Priority: 0. Raises the user's Speed by two stages.
58 Double-Edge 120 100 15 Priority: 0. User takes 1/3 the damage it inflicts in recoil.
61 Last Resort 140 100 5 Priority: 0. This move can only be used if each of the user's other moves has been used at least once since the user entered the field. If this is the user's only move, this move will fail.

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.
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.
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.
TM35 Flamethrower 90 100 10 Priority: 0. Has a 10% chance to burn the target.
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.
TM4 Calm Mind None None 10 Priority: 0. Raises the user's Special Attack and Special Defense by one stage each.
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.
TM57 Charge Beam 50 90 15 Priority: 0. Has a 70% chance to raise the user's Special Attack 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.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM67 Retaliate 70 100 5 Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power.
TM73 Thunder Wave None 90 20 Priority: 0. Paralyzes the target.
TM74 Gyro Ball None 100 5 Priority: 0. Power increases with the target's current Speed compared to the user, given by 1 + 25 * target Speed / user Speed, capped at 150.
TM77 Psych Up None None 10 Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
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.
TM84 Poison Jab 80 100 10 Priority: 0. Has a 30% chance to poison 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.
TM93 Wild Charge 90 100 10 Priority: 0. Inflicts regular damage without recoil.
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
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Drill Run 80 95 10 Priority: 0. User's critical hit rate is one level higher when using this move.
Tutor Magic Coat None None 15 Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user.

defog, memento, and teeter dance are not reflected.

attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected.

This move cannot be copied by mirror move.
Tutor Last Resort 140 100 5 Priority: 0. This move can only be used if each of the user's other moves has been used at least once since the user entered the field. If this is the user's only move, this move will fail.
Tutor Aqua Tail 100 85 10 Priority: 0. Inflicts regular damage.
Tutor Zen Headbutt 80 90 10 Priority: 0. Has a 20% chance to make the target flinch.
Tutor Iron Tail 100 75 15 Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Tutor Bind 15 85 20 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.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Pain Split None None 20 Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
Tutor Roost None None 10 Priority: 0. Heals the user for half its max HP. If the user is flying, its flying type is ignored until the end of this turn.
Tutor 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.
Tutor 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.
Tutor Stealth Rock None None 20 Priority: 0. Spreads sharp rocks around the opposing field, damaging any Pokémon that enters the field for 1/8 its max HP. This damage is affected by the entering Pokémon's susceptibility to rock moves.

rapid spin removes this effect from its user's side of the field.
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
Dreamyard Surface Shaking Grass 65 10.0
Floccesy Ranch Hidden Grotto   ?? 1.33
Floccesy Ranch Shaking Grass   10-12 30.0
Route 1 Shaking Grass   65 10.0
Route 12 Shaking Grass   44-46 10.0
Route 18 Shaking Grass   66 10.0
Route 2 Hidden Grotto   ?? 0.5
Route 2 Shaking Grass   65 10.0
Route 20 Autumn Shaking Grass 05 10.0
Route 20 Spring Shaking Grass 04 10.0
Route 20 Summer Shaking Grass 05 10.0
Route 20 Winter Shaking Grass 04 10.0
Route 22 Hidden Grotto   ?? 0.5
Route 23 Hidden Grotto   ?? 0.5
Route 6 Spring, Summer, Autumn Shaking Grass 32-36 10.0
Route 6 Winter Shaking Grass 32-36 10.0
The Nature Preserve Shaking Grass   1-100 10.0
Victory Road Forest Shaking Grass 56 10.0
Victory Road Lower Mountainside Shaking Grass 56 10.0
Village Bridge Shaking Grass   47-49 10.0