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464 - Rhyperior

  Type Ability


(1) Lightningrod
(2) Solid Rock
(HA) Reckless

Evolutions


Rhyhorn
Level 36
Rhydon
Use Protector
Rhyperior

Defenses

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


















Stats

HPATKDEFSPASPDSPEBST
115140130555540535

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Avalanche 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.
1 Breaking Swipe 60 100 15 Priority: 0. Lowers the target's Attack by one stage.
1 Focus Punch 150 100 20 Priority: -3. If the user takes damage this turn before hitting, this move will fail.
1 Heat Crash None 100 10 Priority: 0. The greater the user's weight compared to the target's, the higher power this move has, to a maximum of 120.

User's weight
1 Hydro Pump 110 80 5 Priority: 0. Inflicts regular damage.
7 Stomp 65 100 20 Priority: 0. Has a 30% chance to make the target flinch.

Power is doubled against Pokémon that have used minimize since entering the field.
10 Horn Attack 65 100 25 Priority: 0. Inflicts regular damage.
13 Bulldoze 60 100 20 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
16 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.
19 Rock Blast 25 90 10 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.
22 Chip Away 70 100 20 Priority: 0. Damage calculation ignores the target's stat modifiers, including evasion.
25 Reversal None 100 15 Priority: 0. Power varies inversely with the user's proportional remaining HP.

64 * current HP / max HP
28 Crush Claw 75 95 10 Priority: 0. Has a 50% chance to lower the target's Defense by one stage.
31 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.
31 Ice Fang 65 95 15 Priority: 0. Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.
31 Thunder Fang 65 95 15 Priority: 0. Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch.
34 Crunch 80 100 10 Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
36 Hammer Arm 100 90 10 Priority: 0. Inflicts regular damage, then lowers the user's Speed by one stage.
39 Take Down 90 85 20 Priority: 0. User takes 1/4 the damage it inflicts in recoil.
43 Mega Kick 120 75 5 Priority: 0. Inflicts regular damage.
47 Dragon Rush 100 80 10 Priority: 0. Has a 20% chance to make the target flinch.
51 Megahorn 120 85 10 Priority: 0. Inflicts regular damage.
55 Double-Edge 120 100 15 Priority: 0. User takes 1/3 the damage it inflicts in recoil.
59 Heavy Slam None 100 10 Priority: 0. The greater the user's weight compared to the target's, the higher power this move has, to a maximum of 120.

User's weight
63 Rock Wrecker 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.

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.
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.
TM23 Smack Down 50 100 15 Priority: 0. Removes the target's immunity to ground-type damage. This effect removes any existing Ground immunity due to levitate, magnet rise, or telekinesis, and causes the target's flying type to be ignored when it takes Ground damage.

If the target isn't immune to Ground damage, this move will fail.

This move can hit Pokémon under the effect of bounce, fly, or sky drop, and ends the effect of Bounce or Fly.
TM24 Thunderbolt 90 100 10 Priority: 0. Has a 10% chance to paralyze the target.
TM25 Thunder 110 70 5 Priority: 0. Has a 30% chance to paralyze the target.

During rain dance, this move has 100% accuracy.

During sunny day, this move has 50% accuracy.
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.
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.
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.
TM52 Focus Blast 120 70 5 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
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.
TM69 Rock Polish None None 20 Priority: 0. Raises the user's Speed by two stages.
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.
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.
TM91 Flash Cannon 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
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
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 Iron Head 80 100 15 Priority: 0. Has a 30% chance to make the target flinch.
Tutor Drill Run 80 95 10 Priority: 0. User's critical hit rate is one level higher when using this move.
Tutor Uproar 90 100 10 Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move.
Tutor Thunder Punch 75 100 10 Priority: 0. Has a 10% chance to paralyze the target.
Tutor Fire Punch 75 100 10 Priority: 0. Has a 10% chance to burn the target.
Tutor Ice Punch 75 100 10 Priority: 0. Has a 10% chance to freeze the target.
Tutor Block None None 5 Priority: 0. The target cannot switch out normally.
Tutor Earth Power 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
Tutor Superpower 120 100 5 Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed 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 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 Endeavor None 100 5 Priority: 0. Inflicts exactly enough damage to lower the target's HP to equal the user's. If the target's HP is not higher than the user's, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage.
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
Rhydon Lvl 1 Fury Attack
Rhydon Lvl 4 Scary Face
Rhydon Lvl 1 Tackle
Rhydon Lvl 1 Tail Whip