453 - Croagunk
Type | Ability | |
---|---|---|
(1) Poison Touch (2) Dry Skin (HA) Poison Touch |
Evolutions
Croagunk | Level 33 | Toxicroak |
Defenses
Immune | 0.25x Resist | 0.5x Resist | Neutral | 2x Weak | 4x Weak |
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Stats
HP | ATK | DEF | SPA | SPD | SPE | BST |
---|---|---|---|---|---|---|
48 | 61 | 40 | 61 | 40 | 50 | 300 |
Wild Hold Items
- 5%: Black Sludge
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Astonish | 35 | 100 | 15 | Priority: 0. Has a 30% chance to make the target flinch. | ||
1 | Mud-Slap | 30 | 100 | 20 | Priority: 0. Has a 100% chance to lower the target's accuracy by one stage. | ||
1 | Poison Sting | 30 | 100 | 20 | Priority: 0. Has a 30% chance to poison the target. | ||
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. |
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7 | Headbutt | 70 | 100 | 15 | Priority: 0. Has a 30% chance to make the target flinch. | ||
10 | Fake Out | 40 | 100 | 10 | Priority: 3. Causes the target to flinch. Can only be used on the user's first turn after entering the field. | ||
13 | Mud Bomb | 65 | 85 | 10 | Priority: 0. Has a 30% chance to lower the target's accuracy by one stage. | ||
16 | Revenge | 60 | 100 | 10 | Priority: -4. If the target damaged the user this turn and was the last to do so, this move has double power. pain split does not count as damaging the user. |
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19 | Bullet Punch | 40 | 100 | 20 | Priority: 1. Inflicts regular damage. | ||
22 | Feint Attack | 60 | None | 20 | Priority: 0. Ignores accuracy and evasion modifiers. | ||
25 | 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. |
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28 | Helping Hand | None | None | 20 | Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome. |
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31 | 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. | ||
34 | Payback | 50 | 100 | 10 | Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power. | ||
38 | Vacuum Wave | 40 | 100 | 30 | Priority: 1. Inflicts regular damage. | ||
42 | Nasty Plot | None | None | 20 | Priority: 0. Raises the user's Special Attack by two stages. | ||
46 | Drain Punch | 75 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
50 | Cross Poison | 90 | 100 | 15 | Priority: 0. User's critical hit rate is one level higher when using this move. Has a 10% chance to poison the target. | ||
54 | Acupressure | None | None | 30 | Priority: 0. Raises one of the target's stats by two stages. The raised stat is chosen at random from any stats that can be raised by two stages. If no stat is eligible, this move will fail. If the target has a substitute, this move will have no effect, even if the user is the target. |
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58 | Close Combat | 120 | 100 | 5 | Priority: 0. Inflicts regular damage, then lowers the user's Defense and Special Defense by one stage each. |
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. | ||
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. | ||
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. |
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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. |
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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. |
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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. |
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TM30 | Shadow Ball | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage. | ||
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. | ||
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. | ||
TM39 | Rock Tomb | 60 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
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. | ||
TM45 | Power-Up Punch | 50 | 100 | 20 | Priority: 0. Raises the user's Attack by one stage. | ||
TM47 | Low Sweep | 65 | 100 | 20 | Priority: 0. Lowers the target's Speed by one stage. | ||
TM52 | Focus Blast | 120 | 70 | 5 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
TM67 | Retaliate | 70 | 100 | 5 | Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power. | ||
TM78 | Bulldoze | 60 | 100 | 20 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
TM8 | Bulk Up | None | None | 10 | Priority: 0. Raises the user's Attack and Defense by one stage each. | ||
TM80 | Rock Slide | 75 | 90 | 10 | Priority: 0. Has a 30% chance to make the target flinch. | ||
TM81 | X-Scissor | 80 | 100 | 10 | Priority: 0. The user's critical hit rate is boosted one stage when using this move. | ||
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. | ||
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 | ||
HM4 | Strength | 85 | 100 | 10 | Priority: 0. 10% Raise Attack |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect | |
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Tutor | Super Fang | None | 90 | 10 | Priority: 0. Inflicts typeless damage equal to half the target's remaining HP. | ||
Tutor | Dual Chop | 40 | 90 | 15 | Priority: 0. Hits twice in one turn. | ||
Tutor | 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. |
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Tutor | Low Kick | None | 100 | 20 | Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120. Target's weight |
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Tutor | Gunk Shot | 120 | 80 | 5 | Priority: 0. Has a 30% chance to poison the target. | ||
Tutor | Thunder Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to paralyze the target. | ||
Tutor | Ice Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to freeze the target. | ||
Tutor | Foul Play | 95 | 100 | 15 | Priority: 0. Damage is calculated using the target's attacking stat rather than the user's. | ||
Tutor | Icy Wind | 55 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
Tutor | Dark Pulse | 80 | Never Miss | 10 | Priority: 0. Has a 20% chance to make the target flinch. | ||
Tutor | Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. | ||
Tutor | Knock Off | 65 | 100 | 20 | Priority: 0. Target loses its held item. | ||
Tutor | Role Play | None | None | 10 | Priority: 0. User's ability is replaced with the target's until the user leaves the field. Ignores accuracy and evasion modifiers. If the target has flower gift, forecast, illusion, imposter, multitype, stance change, trace, wonder guard, or zen mode, this move will fail. |
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Tutor | Drain Punch | 75 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
Tutor | Spite | None | 100 | 10 | Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail. | ||
Tutor | Helping Hand | None | None | 20 | Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome. |
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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. |
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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
Location | Level | Spawn Percent | |
---|---|---|---|
Route 9 | Hidden Grotto | ?? | 3.75 |
Virbank Complex - Inside | Dark Grass (Doubles) | 15-16 | 20.0 |
Virbank Complex - Inside | Grass | 14-15 | 10.0 |