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422 - Shellos

  Type Ability

(1) Sticky Hold
(2) Storm Drain
(HA) Sand Force

Evolutions


Shellos
Level 30
Gastrodon

Defenses

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

















 

Stats

HPATKDEFSPASPDSPEBST
764848576234325

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Mud-Slap 30 100 20 Priority: 0. Has a 100% chance to lower the target's accuracy by one stage.
1 Water Gun 40 100 25 Priority: 0. Inflicts regular damage.
7 Harden None None 30 Priority: 0. Raises the user's Defense by one stage.
10 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.
12 Mud Shot 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
14 Yawn None None 10 Priority: 0. Puts the target to sleep at the end of the next turn. Ignores accuracy and evasion modifiers.
16 Sludge 70 100 15 Priority: 0. Has a 30% chance to poison the target.
18 Water Pulse 60 100 20 Priority: 0. Has a 20% chance to confuse the target.
20 Stockpile None None 20 Priority: 0. Raises the user's Defense and Special Defense by one stage each. Stores energy for use with spit up and swallow. Up to three levels of energy can be stored, and all are lost if the user leaves the field. Energy is still stored even if the stat boosts cannot be applied.

If the user uses baton pass, the stat boosts are passed as normal, but the stored energy is not.
22 Swallow None None 10 Priority: 0. Heals the user depending on the amount of energy stored by stockpile: 1/4 its max HP after one use, 1/2 its max HP after two uses, or fully after three uses. Stored energy is consumed, and the user's Defense and Special Defense are reset to what they would be if stockpile had not been used. If the user has no energy stored, this move will fail.
24 Ancient Power 60 100 5 Priority: 0. Has a 10% chance to raise all of the user's stats one stage.
26 Clear Smog 50 None 15 Priority: 0. All of the target's stat modifiers are reset to zero.
28 Muddy Water 90 85 10 Priority: 0. Has a 30% chance to lower the target's accuracy by one stage.
30 Mud Bomb 65 85 10 Priority: 0. Has a 30% chance to lower the target's accuracy by one stage.
31 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.
34 Brine 65 100 10 Priority: 0. If the target has less than half its max HP remaining, this move has double power.
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.
37 Mirror Coat None 100 20 Priority: -5. Targets the last opposing Pokémon to hit the user with a special move this turn. Inflicts twice the damage that move did to the user. Type immunity applies.
40 Acid Armor None None 20 Priority: 0. Raises the user's Defense by two stages.
40 Amnesia None None 20 Priority: 0. Raises the user's Special Defense by two stages.
44 Body Slam 85 100 15 Priority: 0. Has a 30% chance to paralyze the target.
48 Recover None None 10 Priority: 0. Heals the user for half its max HP.
52 Hydro Pump 110 80 5 Priority: 0. Inflicts regular damage.

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.
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.
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.
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.
TM55 Scald 80 100 10 Priority: 0. Has a 30% chance to burn the target.
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.
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.
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
Tutor Earth Power 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed 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 Pain Split None None 20 Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
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

Form Location     Level Spawn Percent
East Giants Chasm Entrance Cave Fish 50-60 30.0
East Giants Chasm Entrance Cave Surf 50-60 70.0
East Giants Chasm Kyurems Cave Fish 50-60 30.0
East Giants Chasm Kyurems Cave Surf 50-60 70.0
East Route 13 Hidden Grotto: Outside Giant Chasm   ?? 3.75
East Route 23 Surf   55-65 30.0
East Route 23 Surf, Rippling Water   55-65 60.0
West Relic Passage Center Surf 25-35 70.0
West Relic Passage Center Surf, Rippling Water 25-35 60.0
West Route 13 Hidden Grotto: Outside Giant Chasm   ?? 3.75
West Virbank Complex - Outside Grass   14-15 5.0