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227 - Skarmory

  Type Ability


(1) Keen Eye
(2) Sturdy
(HA) Weak Armor

Defenses

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


















 

Stats

HPATKDEFSPASPDSPEBST
6580140407070465

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Counter None 100 20 Priority: -5. Targets the last opposing Pokémon to hit the user with a physical move this turn. Inflicts twice the damage that move did to the user.
1 Leer None 100 30 Priority: 0. Lowers the target's Defense by one stage.
1 Peck 35 100 35 Priority: 0. Inflicts regular damage.
1 Sand Attack None 100 15 Priority: 0. Lowers the target's accuracy by one stage.
4 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.
7 Fury Attack 15 85 20 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.
10 Iron Defense None None 15 Priority: 0. Raises the user's Defense by two stages.
13 Air Cutter 60 95 15 Priority: 0. User's critical hit rate is one level higher when using this move.
16 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.
19 Autotomize None None 15 Priority: 0. Raises the user's Speed by two stages. Halves the user's weight; this effect does not stack.
22 Wing Attack 60 100 35 Priority: 0. Inflicts regular damage.
25 Metal Claw 50 95 35 Priority: 0. Has a 10% chance to raise the user's Attack one stage.
28 Assurance 60 100 10 Priority: 0. If the target takes damage this turn for any reason before this move is used, this move has double power.
31 Steel Wing 70 90 25 Priority: 0. Has a 10% chance to raise the user's Defense one stage.
34 Whirlwind None Never Miss 20 Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
37 Dual Wingbeat 40 90 10 Priority: 0. Inflicts regular damage.
40 Slash 70 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
40 Night Slash 70 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
44 Smart Strike 70 None 10 Priority: 0. Ignores accuracy and evasion modifiers.
48 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.
52 Drill Peck 80 100 20 Priority: 0. Inflicts regular damage.
56 Iron Head 80 100 15 Priority: 0. Has a 30% chance to make the target flinch.
60 Brave Bird 120 100 15 Priority: 0. User takes 1/3 the damage it inflicts in recoil.
64 Tailwind None None 15 Priority: 0. For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field.
68 Sky Attack 140 90 5 Priority: 0. User charges for one turn before attacking. Critical hit chance is one level higher than normal. Has a 30% chance to make the target flinch.

This move cannot be selected by sleep talk.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
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.
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.
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.
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.
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.
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.
TM58 Hurricane 110 80 5 Priority: 0. Has a 30% chance to confuse the target.

This move can hit Pokémon under the effect of bounce, fly, or sky drop.

During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM70 Flash None 100 20 Priority: 0. Lowers the target's accuracy by one stage.
TM75 Swords Dance None None 20 Priority: 0. Raises the user's Attack by two stages.
TM80 Rock Slide 75 90 10 Priority: 0. Has a 30% chance to make the target flinch.
TM81 X-Scissor 80 100 10 Priority: 0. The user's critical hit rate is boosted one stage when using this move.
TM88 Pluck 60 100 20 Priority: 0. If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately.

If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect.

If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen.
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.
TM91 Flash Cannon 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
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
HM2 Fly 80 100 15 Priority: 0. User flies high into the air for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, gust (2x dmg), hurricane, sky uppercut, smack down, thunder, twister (2x dmg), and whirlwind still hit the user normally. Gust and twister also have double power against the user.

The damage from hail and sandstorm still applies during the immune turn.

The user may be hit under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.

This move cannot be selected by sleep talk.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Iron Head 80 100 15 Priority: 0. Has a 30% chance to make the target flinch.
Tutor Iron Defense None None 15 Priority: 0. Raises the user's Defense by two stages.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Tutor Dark Pulse 80 Never Miss 10 Priority: 0. Has a 20% chance to make the target flinch.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Tailwind None None 15 Priority: 0. For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field.
Tutor Sky Attack 140 90 5 Priority: 0. User charges for one turn before attacking. Critical hit chance is one level higher than normal. Has a 30% chance to make the target flinch.

This move cannot be selected by sleep talk.
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 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
Desert Resort Sand, Inside   24-26 5.0
Reversal Mountain Outside Dark Grass (Doubles) 40-43 10.0
Reversal Mountain Outside Grass 39-42 5.0
Route 15 Dark Grass (Doubles)   69 5.0
Route 15 Grass   65 5.0
Victory Road Lower Mountainside Dark Grass (Doubles) 60-65 10.0
Victory Road Lower Mountainside Grass 59-62 10.0