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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+2ATKDEFSPASPDSPE+5BST+7
7511560606095465

Wild Hold Items

  • 5%: Quick Claw

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Scratch 40 100 35 Priority: 0. Inflicts regular damage.
1 Leer None 100 30 Priority: 0. Lowers the target's Defense by one stage.
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.
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 Slash 70 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
19 Night 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.
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.
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.
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.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
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
Tutor Low Kick None 100 20 Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.

Target's weight
Tutor Thunder Punch 75 100 10 Priority: 0. Has a 10% chance to paralyze the target.
Tutor Fire Punch 75 100 10 Priority: 0. Has a 10% chance to burn the target.
Tutor Ice Punch 75 100 10 Priority: 0. Has a 10% chance to freeze the target.
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 Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Tutor Iron Tail 100 75 15 Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Knock Off 65 100 20 Priority: 0. Target loses its held item.
Tutor Giga Drain 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
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 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
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