231 - Phanpy
Type | Ability | |
---|---|---|
(1) Pickup (2) Pickup (HA) Sand Veil | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Phanpy | Level 25 | Donphan |
Stats
HP 90 | ATK 60 | DEF 60 | SPA 40 | SPD 40 | SPE 40 | BST 330 |
Wild Hold Items
- 5%: Passho Berry
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
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 | Growl | None | 100 | 40 | Priority: 0. Lowers the target's Attack by one stage. | ||
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 | Tackle | 50 | 100 | 30 | Priority: 0. Inflicts regular damage. | ||
7 | 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. | ||
10 | Headbutt | 70 | 100 | 15 | Priority: 0. Has a 30% chance to make the target flinch. | ||
13 | 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. | ||
16 | Flail | 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 | ||
19 | Ancient Power | 60 | 100 | 5 | Priority: 0. Has a 10% chance to raise all of the user's stats one stage. | ||
22 | Natural Gift | None | 100 | 15 | Priority: 0. Power and type are determined by the user's held berry. The berry is consumed. If the user is not holding a berry, this move will fail. | ||
25 | Take Down | 90 | 85 | 20 | Priority: 0. User takes 1/4 the damage it inflicts in recoil. | ||
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 | Steamroller | 100 | 90 | 10 | Priority: 0. Has a 30% chance to make the target flinch. Power is doubled against Pokémon that have used minimize since entering the field. | ||
34 | Charm | None | 100 | 20 | Priority: 0. Lowers the target's Attack by two stages. | ||
37 | 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. | ||
40 | Ice Shard | 40 | 100 | 20 | Priority: 1. Inflicts regular damage. | ||
43 | Scary Face | None | 100 | 10 | Priority: 0. Lowers the target's Speed by two stages. | ||
46 | Mega Kick | 120 | 75 | 5 | Priority: 0. Inflicts regular damage. | ||
49 | Play Rough | 90 | 90 | 10 | Priority: 0. Has a 10% chance to lower the target's Attack by one stage. | ||
52 | Body Slam | 85 | 100 | 15 | Priority: 0. Has a 30% chance to paralyze the target. | ||
55 | Double-Edge | 120 | 100 | 15 | Priority: 0. User takes 1/3 the damage it inflicts in recoil. | ||
58 | Head Smash | 150 | 85 | 5 | Priority: 0. User takes 1/2 the damage it inflicts in recoil. |
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. | ||
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. | ||
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. | ||
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. | ||
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. | ||
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. | ||
TM49 | Echoed Voice | 50 | 100 | 15 | Priority: 0. If any friendly Pokémon used this move earlier this turn or on the previous turn, that use's power is added to this move's power, to a maximum of 200. | ||
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. | ||
TM85 | Play Rough | 90 | 90 | 10 | Priority: 0. Has a 10% chance to lower the target's Attack by one stage. | ||
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 | ||
HM4 | Strength | 85 | 100 | 10 | Priority: 0. 10% Raise Attack |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Earth Power | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
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. | ||
Gunk Shot | 120 | 80 | 5 | Priority: 0. Has a 30% chance to poison the target. | ||
Hyper Voice | 90 | 100 | 10 | Priority: 0. Inflicts regular damage. | ||
Iron Tail | 100 | 75 | 15 | Priority: 0. Has a 30% chance to lower the target's Defense by one stage. | ||
Knock Off | 65 | 100 | 20 | Priority: 0. Target loses its held item. | ||
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. | ||
Seed Bomb | 80 | 100 | 15 | Priority: 0. Inflicts regular damage. | ||
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. | ||
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. | ||
Superpower | 120 | 100 | 5 | Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each. |
Encounter Locations
Location | Level | Spawn Percent | ||
---|---|---|---|---|
Route 7 | Spring, Summer, Autumn | Grass | 38-41 | 10.0 |
Route 7 | Spring, Summer, Autumn | Hidden Grotto | ?? | 3.75 |
Route 7 | Winter | Grass | 38-41 | 10.0 |
Route 7 | Winter | Hidden Grotto | ?? | 3.75 |