210 - Granbull
Type | Ability | |
---|---|---|
(1) Intimidate (2) Quick Feet (HA) Rattled | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Snubbull | Level 23 | Granbull |
Stats
HP 90 | ATK 120 | DEF 75 | SPA 60 | SPD 60 | SPE 45 | BST 450 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Fire Fang | 65 | 95 | 15 | Priority: 0. Has a 10% chance to burn the target and a separate 10% chance to make the target flinch. | ||
1 | Ice Fang | 65 | 95 | 15 | Priority: 0. Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch. | ||
1 | Odor Sleuth | None | None | 40 | Priority: 0. Resets the target's evasion to normal and prevents any further boosting until the target leaves the field. A ghost under this effect takes normal damage from normal and fighting moves. This move itself ignores accuracy and evasion modifiers. | ||
1 | Tail Whip | None | 100 | 30 | Priority: 0. Lowers the target's Defense by one stage. | ||
1 | Thunder Fang | 65 | 95 | 15 | Priority: 0. Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch. | ||
4 | Detect | None | None | 5 | 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. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. | ||
7 | Bite | 60 | 100 | 20 | Priority: 0. Has a 30% chance to make the target flinch. | ||
10 | Lick | 30 | 100 | 25 | Priority: 0. Has a 30% chance to paralyze the target. | ||
13 | Charm | None | 100 | 20 | Priority: 0. Lowers the target's Attack by two stages. | ||
16 | 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. | ||
19 | Headbutt | 70 | 100 | 15 | Priority: 0. Has a 30% chance to make the target flinch. | ||
22 | Mimic | None | None | 10 | Priority: 0. This move is replaced by the target's last successfully used move, and its PP changes to 5. | ||
23 | Double Kick | 30 | 100 | 30 | Priority: 0. Hits twice in one turn. | ||
26 | 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. | ||
29 | Roar | None | None | 20 | Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately. | ||
31 | Heal Bell | None | None | 5 | Priority: 0. Removes major status effects and confusion from every Pokémon in the user's party. | ||
34 | Super Fang | None | 90 | 10 | Priority: 0. Inflicts typeless damage equal to half the target's remaining HP. | ||
37 | Crunch | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Defense by one stage. | ||
40 | Play Rough | 90 | 90 | 10 | Priority: 0. Has a 10% chance to lower the target's Attack by one stage. | ||
44 | Dynamic Punch | 100 | 50 | 5 | Priority: 0. Has a 100% chance to confuse the target. | ||
48 | Fake Tears | None | 100 | 20 | Priority: 0. Lowers the target's Special Defense by two stages. | ||
52 | Focus Punch | 150 | 100 | 20 | Priority: -3. If the user takes damage this turn before hitting, this move will fail. | ||
56 | Close Combat | 120 | 100 | 5 | Priority: 0. Inflicts regular damage, then lowers the user's Defense and Special Defense by one stage each. | ||
60 | Double-Edge | 120 | 100 | 15 | Priority: 0. User takes 1/3 the damage it inflicts in recoil. | ||
64 | 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 |
---|---|---|---|---|---|---|---|
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. | ||
TM8 | Bulk Up | None | None | 10 | Priority: 0. Raises the user's Attack and Defense by one stage each. | ||
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. | ||
TM12 | Taunt | None | 100 | 20 | Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random. | ||
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. | ||
TM32 | Dazzling Gleam | 80 | 100 | 10 | Priority: 0. Inflicts regular damage. | ||
TM33 | Reflect | None | None | 20 | Priority: 0. Reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3. | ||
TM35 | Flamethrower | 90 | 100 | 10 | Priority: 0. Has a 10% chance to burn the target. | ||
TM36 | Sludge Bomb | 90 | 100 | 10 | Priority: 0. Has a 30% chance to poison 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. | ||
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. | ||
TM50 | Overheat | 130 | 90 | 5 | Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages. | ||
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. | ||
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. | ||
TM71 | Stone Edge | 100 | 80 | 5 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
TM73 | Thunder Wave | None | 90 | 20 | Priority: 0. Paralyzes the target. | ||
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. | ||
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 | ||
TM95 | Snarl | 55 | 100 | 15 | Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage. | ||
HM1 | Cut | 50 | 95 | 30 | Priority: 0. High Critical Ratio | ||
HM4 | Strength | 85 | 100 | 10 | Priority: 0. 10% Raise Attack |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
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. | ||
Fire Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to burn the target. | ||
Heal Bell | None | None | 5 | Priority: 0. Removes major status effects and confusion from every Pokémon in the user's party. | ||
Hyper Voice | 90 | 100 | 10 | Priority: 0. Inflicts regular damage. | ||
Ice Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to freeze the target. | ||
Iron Tail | 100 | 75 | 15 | Priority: 0. Has a 30% chance to lower the target's Defense by one stage. | ||
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. | ||
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. | ||
Super Fang | None | 90 | 10 | Priority: 0. Inflicts typeless damage equal to half the target's remaining HP. | ||
Superpower | 120 | 100 | 5 | Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each. | ||
Thunder Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to paralyze the target. |
Pre-Evolution Moves
Species | Method | Move |
---|---|---|
Snubbull | Lvl 1 | Tackle |
Encounter Locations
Location | Level | Spawn Percent | |
---|---|---|---|
Route 2 | Hidden Grotto | ?? | 3.75 |
Route 22 | Hidden Grotto | ?? | 3.75 |
Route 23 | Hidden Grotto | ?? | 3.75 |