335 - Zangoose
Type | Ability | |
---|---|---|
(1) Immunity (2) Toxic Boost (HA) Toxic Boost | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Stats
HP +2 75 | ATK 115 | DEF 60 | SPA 60 | SPD 60 | SPE +5 95 | BST +7 465 |
Wild Hold Items
- 5%: Quick Claw
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Fury Swipes | 18 | 80 | 15 | 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. | ||
1 | Leer | None | 100 | 30 | Priority: 0. Lowers the target's Defense by one stage. | ||
1 | Scratch | 40 | 100 | 35 | Priority: 0. Inflicts regular damage. | ||
4 | Quick Attack | 40 | 100 | 20 | Priority: 1. Inflicts regular damage. | ||
7 | Double Kick | 30 | 100 | 30 | Priority: 0. Hits twice in one turn. | ||
10 | Double Hit | 35 | 90 | 10 | Priority: 0. Hits twice in one turn. | ||
13 | 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. | ||
16 | Revenge | 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. | ||
19 | Night Slash | 70 | 100 | 15 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
19 | Slash | 70 | 100 | 15 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
22 | 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. | ||
26 | Metal Claw | 50 | 95 | 35 | Priority: 0. Has a 10% chance to raise the user's Attack one stage. | ||
30 | Quick Guard | None | None | 15 | Priority: 3. Moves with priority greater than 0 will not hit friendly Pokémon for the remainder of this turn. If the user is last to act this turn, this move will fail. This move cannot be selected by assist or metronome. | ||
34 | Crush Claw | 75 | 95 | 10 | Priority: 0. Has a 50% chance to lower the target's Defense by one stage. | ||
38 | 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. | ||
42 | Lunge | 80 | 100 | 15 | Priority: 0. Lowers the target's Attack by one stage. | ||
46 | Belly Drum | None | None | 10 | Priority: 0. User pays half its max HP to raise its Attack to +6 stages. If the user cannot pay the HP cost, this move will fail. | ||
50 | 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. | ||
54 | Close Combat | 120 | 100 | 5 | Priority: 0. Inflicts regular damage, then lowers the user's Defense and Special Defense by one stage each. | ||
58 | Double-Edge | 120 | 100 | 15 | Priority: 0. User takes 1/3 the damage it inflicts in recoil. | ||
62 | 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. | ||
66 | Final Gambit | None | 100 | 5 | Priority: 0. Inflicts damage equal to the user's remaining HP. User faints. |
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. | ||
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. | ||
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. | ||
TM19 | Giga Drain | 80 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
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. | ||
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. | ||
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. | ||
TM54 | False Swipe | 40 | 100 | 30 | Priority: 0. Will not reduce the target's HP below 1. | ||
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. | ||
TM62 | Acrobatics | 55 | 100 | 15 | Priority: 0. If the user has no held item, this move has double power. | ||
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. | ||
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. | ||
TM83 | Work Up | None | None | 30 | Priority: 0. Raises the user's Attack and Special Attack by one stage each. | ||
TM84 | Poison Jab | 80 | 100 | 10 | Priority: 0. Has a 30% chance to poison the target. | ||
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 | ||
HM4 | Strength | 85 | 100 | 10 | Priority: 0. 10% Raise Attack |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
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. | ||
Giga Drain | 80 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
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. | ||
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. | ||
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 | ||
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. | ||
Thunder Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to paralyze the target. |
Encounter Locations
Location | Level | Spawn Percent | ||
---|---|---|---|---|
Route 11 | Dark Grass (Doubles) | 50-52 | 10.0 | |
Route 11 | Grass | 49-51 | 10.0 | |
Route 7 | Spring, Summer, Autumn | Dark Grass (Doubles) | 38-42 | 4.0 |
Route 7 | Spring, Summer, Autumn | Grass | 38-41 | 4.0 |
Route 7 | Spring, Summer, Autumn | Hidden Grotto | ?? | 1.0 |
Route 7 | Winter | Dark Grass (Doubles) | 38-42 | 4.0 |
Route 7 | Winter | Grass | 38-41 | 4.0 |
Route 7 | Winter | Hidden Grotto | ?? | 1.0 |
Village Bridge | Dark Grass (Doubles) | 47-49 | 5.0 |