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538 - Throh

TypeAbility
(1) Guts
(2) Mold Breaker
(HA) Mold Breaker
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Stats

HP
120
ATK
100
DEF
85
SPA
30
SPD
85
SPE
45
BST
465

Wild Hold Items

  • 5%: Black Belt
  • 1%: Expert Belt

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1BideNoneNone10Priority: 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.
1Bind158520Priority: 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.
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.
1Stone Edge100805Priority: 0. User's critical hit rate is one level higher when using this move.
4LeerNone10030Priority: 0. Lowers the target's Defense by one stage.
7Scary FaceNone10010Priority: 0. Lowers the target's Speed by two stages.
11Seismic TossNone10020Priority: 0. Inflicts damage equal to the user's level. Type immunity applies.
15EndureNoneNone10Priority: 4. The user's HP cannot be lowered below 1 by any means for the remainder of this turn.
19Vital Throw70None10Priority: -1. Ignores accuracy and evasion modifiers.
22Body Slam8510015Priority: 0. Has a 30% chance to paralyze the target.
25Storm Throw5010010Priority: 0. Always scores a critical hit.
28Knock Off6510020Priority: 0. Target loses its held item.
31Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
34Payback5010010Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power.
37Wide 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.
41Circle Throw609010Priority: -6. Inflicts regular damage, then switches the target out for another of its trainer's Pokémon, selected at random. If the target is a wild Pokémon, the battle ends instead.
45Helping 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.
49Zen Headbutt809010Priority: 0. Has a 20% chance to make the target flinch.
53BlockNoneNone5Priority: 0. The target cannot switch out normally.
57Headlong Rush120905Priority: 0. Inflicts regular damage, then lowers the user's Defense and Special Defense by one stage each.
61ReversalNone10015Priority: 0. Power varies inversely with the user's proportional remaining HP.

64 * current HP / max HP | Power
-----------------------: | ----:
0– 1 | 200
2– 5 | 150
6–12 | 100
13–21 | 80
22–42 | 40
43–64 | 20
65Focus Punch15010020Priority: -3. If the user takes damage this turn before hitting, this move will fail.

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.
TM26Earthquake10010010Priority: 0. Inflicts regular damage.

If the target is in the first turn of dig, this move will hit with double power.
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.
TM60QuashNone10015Priority: 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.
TM67Retaliate701005Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power.
TM68Giga Impact150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM71Stone Edge100805Priority: 0. User's critical hit rate is one level higher when using this move.
TM78Bulldoze6010020Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
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.
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
Bind158520Priority: 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.
BlockNoneNone5Priority: 0. The target cannot switch out normally.
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
Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
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
Pinwheel Forest - Outside Dark Grass (Doubles)   69 5.0
Pinwheel Forest - Outside Grass   66 10.0
Reversal Mountain Inside, 1F Cave 40-43 5.0
Reversal Mountain Inside, B1F Cave 41-44 5.0
Route 15 Dark Grass (Doubles)   70 10.0
Route 15 Grass   66 10.0
Route 16 Dark Grass (Doubles)   27-30 10.0
Route 18 Dark Grass (Doubles)   71 10.0
Route 18 Grass   66 10.0
Route 23 Dark Grass (Doubles)   59-62 10.0
Route 23 Grass   58-61 10.0
Victory Road Upper Mountainside Dark Grass (Doubles) 60-65 10.0
Victory Road Upper Mountainside Grass 59-62 10.0