423 - Gastrodon
Type | Ability | |
---|---|---|
(1) Sticky Hold (2) Storm Drain (HA) Sand Force | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Shellos | Level 30 | Gastrodon |
Stats
HP 111 | ATK 83 | DEF 68 | SPA 92 | SPD 82 | SPE 39 | BST 475 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Memento | None | 100 | 10 | Priority: 0. Lowers the target's Attack and Special Attack by two stages. User faints. | ||
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. | ||
33 | 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. | ||
37 | Brine | 65 | 100 | 10 | Priority: 0. If the target has less than half its max HP remaining, this move has double power. | ||
41 | 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. | ||
41 | 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. | ||
45 | Acid Armor | None | None | 20 | Priority: 0. Raises the user's Defense by two stages. | ||
45 | Amnesia | None | None | 20 | Priority: 0. Raises the user's Special Defense by two stages. | ||
49 | Body Slam | 85 | 100 | 15 | Priority: 0. Has a 30% chance to paralyze the target. | ||
53 | Recover | None | None | 10 | Priority: 0. Heals the user for half its max HP. | ||
57 | Hydro Pump | 110 | 80 | 5 | Priority: 0. Inflicts regular damage. | ||
61 | Trump Card | None | None | 5 | Priority: 0. Power is determined by the PP remaining for this move, after its PP cost is deducted. Ignores accuracy and evasion modifiers. PP remaining | Power ------------ | ----: 4 or more | 40 3 | 50 2 | 60 1 | 80 0 | 200 If this move is activated by another move, the activating move's PP is used to calculate power. |
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. | ||
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. | ||
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. | ||
TM34 | Sludge Wave | 95 | 100 | 10 | Priority: 0. Has a 10% chance to poison the target. | ||
TM36 | Sludge Bomb | 90 | 100 | 10 | Priority: 0. Has a 30% chance to poison the target. | ||
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. | ||
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. | ||
TM56 | Weather Ball | 50 | 100 | 10 | Priority: 0. If a weather move is active, this move has double power, and its type becomes the type of the weather move. | ||
TM68 | Giga Impact | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
TM70 | Flash | None | 100 | 20 | Priority: 0. Lowers the target's accuracy by one stage. | ||
TM71 | Stone Edge | 100 | 80 | 5 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
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. | ||
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 | ||
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. | ||
HM4 | Strength | 85 | 100 | 10 | Priority: 0. 10% Raise Attack | ||
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 |
---|---|---|---|---|---|---|
Block | None | None | 5 | Priority: 0. The target cannot switch out normally. | ||
Earth Power | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
Icy Wind | 55 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
Pain Split | None | None | 20 | Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP. | ||
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 |
---|---|---|
Shellos | Lvl 1 | Mud-Slap |
Encounter Locations
Form | Location | Level | Spawn Percent | ||
---|---|---|---|---|---|
East | Giants Chasm | Entrance Cave | Fish, Rippling Water | 50-60 | 5.0 |
East | Giants Chasm | Entrance Cave | Surf, Rippling Water | 50-60 | 30.0 |
East | Giants Chasm | Kyurems Cave | Fish, Rippling Water | 50-60 | 5.0 |
East | Giants Chasm | Kyurems Cave | Surf, Rippling Water | 50-60 | 30.0 |
East | Route 23 | Surf | 55-65 | 5.0 | |
East | Route 23 | Surf, Rippling Water | 55-65 | 10.0 | |
West | Icirrus City | Surf | 55-65 | 5.0 | |
West | Icirrus City | Surf, Rippling Water | 60-70 | 30.0 | |
West | Icirrus City | Swamps | 64 | 5.0 | |
West | Icirrus City | Swamps | 65 | 5.0 | |
West | Icirrus City | Swamps | 66 | 4.0 | |
West | Icirrus City | Swamps | 67 | 4.0 | |
West | Icirrus City | Swamps | 68 | 1.0 | |
West | Icirrus City | Swamps | 63 | 1.0 | |
West | Relic Passage | Center | Surf | 25-35 | 10.0 |
West | Route 8, Moor of Icirrus | Surf | 55-65 | 9.0 | |
West | Route 8, Moor of Icirrus | Surf, Rippling Water | 60-70 | 30.0 | |
West | Route 8, Moor of Icirrus | Swamps | 65 | 4.0 | |
West | Route 8, Moor of Icirrus | Swamps | 66 | 1.0 |