Skip to content

435 - Skuntank

  Type Ability


(1) Stench
(2) Aftermath
(HA) Keen Eye

Evolutions


Stunky
Level 26
Skuntank

Defenses

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

 
















 

Stats

HP+12ATK+2DEF+3SPA-1SPD-1SPE+1BST+16
1159570706085495

Wild Hold Items

  • 5%: Pecha Berry

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Fire Spin 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.
1 Bite 60 100 20 Priority: 0. Has a 30% chance to make the target flinch.
1 Poison Gas None 100 20 Priority: 0. Poisons the target.
1 Scratch 40 100 35 Priority: 0. Inflicts regular damage.
1 Smokescreen None 100 20 Priority: 0. Lowers the target's accuracy by one stage.
4 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.
7 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.
10 Acid Spray 40 100 20 Priority: 0. Lowers the target's Special Defense by two stages.
13 Assurance 60 100 10 Priority: 0. If the target takes damage this turn for any reason before this move is used, this move has double power.
16 Knock Off 65 100 20 Priority: 0. Target loses its held item.
19 Flame Burst 70 100 15 Priority: 0. If this move successfully hits the target, any Pokémon adjacent to the target are damaged for 1/16 their max HP.
22 Slash 70 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
25 Poison Jab 80 100 10 Priority: 0. Has a 30% chance to poison the target.
26 Snarl 55 100 15 Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
29 Flamethrower 90 100 10 Priority: 0. Has a 10% chance to burn the target.
33 Night Slash 70 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
37 Memento None 100 10 Priority: 0. Lowers the target's Attack and Special Attack by two stages. User faints.
41 Haze None None 30 Priority: 0. Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
45 Sucker Punch 70 100 5 Priority: 1. If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail.

This move is not affected by iron fist.
49 Foul Play 95 100 15 Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
53 Crunch 80 100 10 Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
57 Double-Edge 120 100 15 Priority: 0. User takes 1/3 the damage it inflicts in recoil.
61 Gunk Shot 120 80 5 Priority: 0. Has a 30% chance to poison the target.

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.
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.
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.
TM35 Flamethrower 90 100 10 Priority: 0. Has a 10% chance to burn the target.
TM36 Sludge Bomb 90 100 10 Priority: 0. Has a 30% chance to poison the target.
TM38 Fire Blast 110 85 5 Priority: 0. Has a 10% chance to burn the target.
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.
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.
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.
TM60 Quash None 100 15 Priority: 0. Forces the target to act last this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail.
TM64 Explosion 250 100 5 Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
TM65 Shadow Claw 70 100 90 Priority: 0. User's critical hit rate is one level higher when using this 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.
TM84 Poison Jab 80 100 10 Priority: 0. Has a 30% chance to poison the target.
TM85 Play Rough 90 90 10 Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
TM9 Venoshock 65 100 15 Priority: 0. If the target is poisoned, this move has double power.
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
TM95 Snarl 55 100 15 Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
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 Foul Play 95 100 15 Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
Tutor Dark Pulse 80 Never Miss 10 Priority: 0. Has a 20% chance to make the target flinch.
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 Snatch None None 10 Priority: 4. The next time a Pokémon uses a beneficial move on itself or itself and its ally this turn, the user of this move will steal the move and use it itself. Moves which may be stolen by this move are identified by the "snatchable" flag.

If two Pokémon use this move on the same turn, the faster Pokémon will steal the first beneficial move, and the slower Pokémon will then steal it again—thus, only the slowest Pokémon using this move ultimately gains a stolen move's effect.

If the user steals psych up, it will target the Pokémon that used psych up. If the user was the original target of psych up, and the Pokémon that originally used it's affected by pressure, it will only lose 1 PP.

This move cannot be copied by mirror move, nor selected by assist or metronome.
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.