368 - Gorebyss
Type | Ability | |
---|---|---|
(1) Swift Swim (2) Swift Swim (HA) Hydration | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Clamperl | Use DeepSeaTooth | Huntail |
Use DeepSeaScale | Gorebyss |
Stats
HP 55 | ATK 84 | DEF 105 | SPA 114 | SPD 75 | SPE 52 | BST 485 |
Wild Hold Items
- 5%: DeepSeaScale
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Confusion | 50 | 100 | 20 | Priority: 0. Has a 10% chance to confuse the target. | ||
1 | Screech | None | 85 | 40 | Priority: 0. Lowers the target's Defense by two stages. | ||
1 | Water Gun | 40 | 100 | 25 | Priority: 0. Inflicts regular damage. | ||
4 | Whirlpool | 35 | 85 | 15 | Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each 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. If the target is in the first turn of dive, this move will hit with double power. | ||
7 | Refresh | None | None | 20 | Priority: 0. Removes a burn, paralysis, or poison from the user. | ||
10 | Agility | None | None | 30 | Priority: 0. Raises the user's Speed by two stages. | ||
13 | Confuse Ray | None | 100 | 10 | Priority: 0. Confuses the target. | ||
16 | Water Pulse | 60 | 100 | 20 | Priority: 0. Has a 20% chance to confuse the target. | ||
20 | Lovely Kiss | None | 75 | 10 | Priority: 0. Puts the target to sleep. | ||
24 | Brine | 65 | 100 | 10 | Priority: 0. If the target has less than half its max HP remaining, this move has double power. | ||
28 | Bounce | 85 | 85 | 5 | Priority: 0. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target. During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, and twister 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 during its immune turn if under the effect of lock on, mind reader, or no guard. This move cannot be used while gravity is in effect. | ||
32 | Coil | None | None | 20 | Priority: 0. Raises the user's Attack, Defense, and accuracy by one stage each. | ||
36 | Draining Kiss | 70 | 100 | 10 | Priority: 0. Deals regular damage. Drains 75% of the damage inflicted to heal the user. | ||
40 | Captivate | None | 100 | 20 | Priority: 0. Lowers the target's Special Attack by two stages. If the user and target are the same gender, or either is genderless, this move will fail. | ||
44 | Aqua Tail | 100 | 85 | 10 | Priority: 0. Inflicts regular damage. | ||
48 | Muddy Water | 90 | 85 | 10 | Priority: 0. Has a 30% chance to lower the target's accuracy by one stage. | ||
52 | Shell Smash | None | None | 15 | Priority: 0. Raises the user's Attack, Special Attack, and Speed by two stages each. Lowers the user's Defense and Special Defense by one stage each. | ||
56 | 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. | ||
60 | Baton Pass | None | None | 40 | Priority: 0. User switches out, and the trainer selects a replacement Pokémon from the party. Stat changes, confusion, and persistent move effects are passed along to the replacement Pokémon. The following move effects are passed: * aqua ring * both the user's and target's effect of block, mean look, and spider web * the curse effect of curse * embargo * focus energy or an activated lansat berry * gastro acid * ingrain * being sapped by leech seed * being targeted by lock on or mind reader * magnet rise * perish song's counter * power trick * substitute; the doll's HP is unchanged The replacement Pokémon does not trigger effects that respond to Pokémon switching in. | ||
64 | Hydro Pump | 110 | 80 | 5 | Priority: 0. Inflicts regular damage. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
TM7 | Hail | None | None | 10 | Priority: 0. Changes the weather to hail for five turns, during which non-ice Pokémon are damaged for 1/16 their max HP at the end of every turn. | ||
TM10 | Hidden Power | 60 | 100 | 15 | Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70. | ||
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. | ||
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. | ||
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. | ||
TM29 | Psychic | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM30 | Shadow Ball | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage. | ||
TM41 | Infestation | 20 | 100 | 20 | Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. 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. | ||
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. | ||
TM51 | Wave Crash | 110 | 100 | 5 | Priority: 0. Damages user 1/3 recoil damage | ||
TM55 | Scald | 80 | 100 | 10 | Priority: 0. Has a 30% chance to burn the target. | ||
TM68 | Giga Impact | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
TM77 | Psych Up | None | None | 10 | Priority: 0. Discards the user's stat changes and copies the target's. This move cannot be copied by mirror move. | ||
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. | ||
HM3 | Surf | 90 | 100 | 15 | Priority: 0. Inflicts regular damage. If the target is in the first turn of dive, this move will hit with double power. | ||
HM5 | Waterfall | 80 | 100 | 10 | Priority: 0. Has a 20% chance to make the target flinch. | ||
HM6 | Dive | 100 | 100 | 10 | Priority: 0. User dives underwater for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, surf, and whirlpool 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. |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Aqua Tail | 100 | 85 | 10 | Priority: 0. Inflicts regular damage. | ||
Bind | 15 | 85 | 20 | Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. | ||
Bounce | 85 | 85 | 5 | Priority: 0. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target. During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, and twister 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 during its immune turn if under the effect of lock on, mind reader, or no guard. This move cannot be used while gravity is in effect. | ||
Icy Wind | 55 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
Signal Beam | 75 | 100 | 15 | Priority: 0. Has a 10% chance to confuse the target. | ||
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. |
Pre-Evolution Moves
Species | Method | Move |
---|---|---|
Clamperl | Lvl 1 | Aqua Ring |
Clamperl | Tutor / Lvl 1 | Iron Defense |
Encounter Locations
Location | Level | Spawn Percent | |
---|---|---|---|
Humilau City | Fish | 50-55 | 5.0 |