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532 - Timburr

TypeAbility
(1) Sheer Force
(2) Iron Fist
(HA) Sheer Force
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Timburr
Level 25
Gurdurr
Use Link Cable
Conkeldurr

Stats

HP
75
ATK
80
DEF
55
SPA
25
SPD
35
SPE
35
BST
305

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Focus EnergyNoneNone20Priority: 0. User's critical hit rate is two levels higher until it leaves the field. If the user has already used focus energy since entering the field, this move will fail.

This effect is passed on by baton pass.
1LeerNone10030Priority: 0. Lowers the target's Defense by one stage.
1Pound4010035Priority: 0. Inflicts regular damage.
4BideNoneNone10Priority: 1. User waits for two turns. On the second turn, the user inflicts twice the damage it accumulated on the last Pokémon to hit it. Damage inflicted is typeless.
7ForesightNoneNone40Priority: 0. Resets the target's evasion to normal and prevents any further boosting until the target leaves the field. A ghost under this effect takes normal damage from normal and fighting moves. This move itself ignores accuracy and evasion modifiers.
10Rock Throw509015Priority: 0. Inflicts regular damage.
13Wake-Up Slap7010010Priority: 0. If the target is sleeping, this move has double power, and the target wakes up.
16Chip Away7010020Priority: 0. Damage calculation ignores the target's stat modifiers, including evasion.
19Force Palm6010010Priority: 0. Has a 30% chance to paralyze the target.
22CounterNone10020Priority: -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.
25Payback5010010Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power.
28Helping HandNoneNone20Priority: 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.
31FlingNone10010Priority: 0. Power and type are determined by the user's held item. The item is consumed. If the user is not holding an item, or its item has no set type and power, this move will fail.

This move ignores sticky hold.

If the user is under the effect of embargo, this move will fail.
34Rock Blast259010Priority: 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.
37Revenge6010010Priority: -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.
40Dynamic Punch100505Priority: 0. Has a 100% chance to confuse the target.
44Focus Punch15010020Priority: -3. If the user takes damage this turn before hitting, this move will fail.
48Hammer Arm1009010Priority: 0. Inflicts regular damage, then lowers the user's Speed by one stage.
52Drain Punch7510010Priority: 0. Drains half the damage inflicted to heal the user.
56Wide GuardNoneNone10Priority: 3. Moves with multiple targets will not hit friendly Pokémon for the remainder of this turn. If the user is last to act this turn, this move will fail.

This move cannot be selected by assist or metronome.
60Mach Punch4010020Priority: 1. Inflicts regular damage.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM8Bulk UpNoneNone10Priority: 0. Raises the user's Attack and Defense by one stage each.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11Sunny DayNoneNone5Priority: 0. Changes the weather to sunshine for five turns.
TM12TauntNone10020Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
TM17ProtectNoneNone10Priority: 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.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM23Smack Down5010015Priority: 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.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM28Dig8010010Priority: 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.
TM31Brick Break7510015Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
TM39Rock Tomb609515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM45Power-Up Punch5010020Priority: 0. Raises the user's Attack by one stage.
TM47Low Sweep6510020Priority: 0. Lowers the target's Speed by one stage.
TM52Focus Blast120705Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM63Brutal Swing6010020Priority: 0. Inflicts regular damage.
TM67Retaliate701005Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power.
TM71Stone Edge100805Priority: 0. User's critical hit rate is one level higher when using this move.
TM80Rock Slide759010Priority: 0. Has a 30% chance to make the target flinch.
TM83Work UpNoneNone30Priority: 0. Raises the user's Attack and Special Attack by one stage each.
TM84Poison Jab8010010Priority: 0. Has a 30% chance to poison the target.
TM86Grass KnotNone10020Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
TM87Rock Climb809510Priority: 0. Has a 20% chance to confuse the target.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM94Rock Smash5510015Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
HM4Strength8510010Priority: 0. 10% Raise Attack

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
BlockNoneNone5Priority: 0. The target cannot switch out normally.
Drain Punch7510010Priority: 0. Drains half the damage inflicted to heal the user.
Fire Punch7510010Priority: 0. Has a 10% chance to burn the target.
Helping HandNoneNone20Priority: 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.
Ice Punch7510010Priority: 0. Has a 10% chance to freeze the target.
Knock Off6510020Priority: 0. Target loses its held item.
Low KickNone10020Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.

Target's weight | Power
--------------- | ----:
Up to 10kg | 20
Up to 25kg | 40
Up to 50kg | 60
Up to 100kg | 80
Up to 200kg | 100
Above 200kg | 120
Sleep TalkNoneNone10Priority: 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.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Superpower1201005Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.
Thunder Punch7510010Priority: 0. Has a 10% chance to paralyze the target.

Encounter Locations

Location     Level Spawn Percent
Relic Passage Castelia City Exit Cave 19-20 10.0