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445 - Garchomp

  Type Ability


(1) Sand Veil
(2) Rough Skin
(HA) Rough Skin

Evolutions


Gible
Level 24
Gabite
Level 48
Garchomp

Defenses

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

 
















Stats

HPATKDEFSPASPDSPEBST
108130958085102600

Wild Hold Items

  • 5%: Haban Berry

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 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.
1 Fire Fang 65 95 15 Priority: 0. Has a 10% chance to burn the target and a separate 10% chance to make the target flinch.
1 Body Slam 85 100 15 Priority: 0. Has a 30% chance to paralyze the target.
1 Sand Attack None 100 15 Priority: 0. Lowers the target's accuracy by one stage.
7 Dragon Breath 70 100 20 Priority: 0. Has a 30% chance to paralyze the target.
10 Mud Shot 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
13 Take Down 90 85 20 Priority: 0. User takes 1/4 the damage it inflicts in recoil.
16 Breaking Swipe 60 100 15 Priority: 0. Lowers the target's Attack by one stage.
19 Scorching Sands 70 100 10 Priority: 0. Inflicts regular damage.
22 Bulldoze 60 100 20 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
24 Metal Claw 50 95 35 Priority: 0. Has a 10% chance to raise the user's Attack one stage.
26 Slash 70 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
30 Scary Face None 100 10 Priority: 0. Lowers the target's Speed by two stages.
34 Dual Chop 40 90 15 Priority: 0. Hits twice in one turn.
38 Rock Slide 75 90 10 Priority: 0. Has a 30% chance to make the target flinch.
42 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.
46 Dragon Rush 100 80 10 Priority: 0. Has a 20% chance to make the target flinch.
48 Crunch 80 100 10 Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
52 Raging Fury 95 100 10 Priority: 0. Confuses user when subsides (like Outrage)
58 Stone Edge 100 80 5 Priority: 0. User's critical hit rate is one level higher when using this move.
62 Outrage 120 100 10 Priority: 0. User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused.
67 Extreme Speed 80 100 5 Priority: 2. Inflicts regular damage.
72 Spikes None None 20 Priority: 0. Scatters spikes around the opposing field, which damage opposing Pokémon that enter the field for 1/8 of their max HP. Pokémon immune to ground moves are immune to this damage, except during gravity. Up to three layers of spikes may be laid down, adding 1/16 to the damage done: two layers of spikes damage for 3/16 max HP, and three layers damage for 1/4 max HP.

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.
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.
TM2 Dragon Claw 85 100 10 Priority: 0. High Critical Ratio
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.
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.
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.
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.
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.
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.
TM63 Brutal Swing 60 100 20 Priority: 0. 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.
TM71 Stone Edge 100 80 5 Priority: 0. User's critical hit rate is one level higher when using this move.
TM75 Swords Dance None None 20 Priority: 0. Raises the user's Attack by two stages.
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.
TM82 Dragon Tail 60 95 10 Priority: -6. Inflicts regular damage, then switches the target out for another of its trainer's Pokémon, selected at random.

If the target is under the effect of ingrain or suction cups, or it has a substitute, or its Trainer has no more usable Pokémon, it will not be switched out. If the target is a wild Pokémon, the battle ends instead.
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
HM2 Fly 80 100 15 Priority: 0. User flies high into the air for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, gust (2x dmg), hurricane, sky uppercut, smack down, thunder, twister (2x dmg), and whirlwind 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 under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.

This move cannot be selected by sleep talk.
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

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Draco Meteor 130 90 5 Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages.
Tutor Dual Chop 40 90 15 Priority: 0. Hits twice in one turn.
Tutor Iron Head 80 100 15 Priority: 0. Has a 30% chance to make the target flinch.
Tutor Earth Power 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
Tutor Aqua Tail 100 85 10 Priority: 0. Inflicts regular damage.
Tutor Dragon Pulse 90 None 10 Priority: 0. Bypasses accuracy checks
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 Outrage 120 100 10 Priority: 0. User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused.
Tutor Stealth Rock None None 20 Priority: 0. Spreads sharp rocks around the opposing field, damaging any Pokémon that enters the field for 1/8 its max HP. This damage is affected by the entering Pokémon's susceptibility to rock moves.

rapid spin removes this effect from its user's side of the field.
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.

Pre-Evolution Moves

Species Method Move
Gabite Lvl 1 Tackle