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559 - Scraggy

TypeAbility

(1) Intimidate
(2) Moxie
(HA) Shed Skin
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Scraggy
Level 30
Scrafty

Stats

HP
50
ATK
75
DEF
70
SPA
35
SPD
70
SPE
48
BST
348

Wild Hold Items

  • 5%: Shed Shell

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Headbutt7010015Priority: 0. Has a 30% chance to make the target flinch.
1LeerNone10030Priority: 0. Lowers the target's Defense by one stage.
1Sand AttackNone10015Priority: 0. Lowers the target's accuracy by one stage.
4Beat UpNone10010Priority: 0. Inflicts typeless regular damage. Every Pokémon in the user's party, excepting those that have fainted or have a major status effect, attacks the target. Calculated stats are ignored; the base stats for the target and assorted attackers are used instead. The random factor in the damage formula is not used. dark Pokémon still get STAB.

This effect breaks through wonder guard.
7Quick Attack4010020Priority: 1. Inflicts regular damage.
10Acid Spray4010020Priority: 0. Lowers the target's Special Defense by two stages.
13Feint Attack60None20Priority: 0. Ignores accuracy and evasion modifiers.
16Brick Break7510015Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
19DetectNoneNone5Priority: 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.

If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail.
22AmnesiaNoneNone20Priority: 0. Raises the user's Special Defense by two stages.
25Fake Out4010010Priority: 3. Causes the target to flinch. Can only be used on the user's first turn after entering the field.
28Payback5010010Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power.
31Chip Away7010020Priority: 0. Damage calculation ignores the target's stat modifiers, including evasion.
34Drain Punch7510010Priority: 0. Drains half the damage inflicted to heal the user.
38Assurance6010010Priority: 0. If the target takes damage this turn for any reason before this move is used, this move has double power.
42Zen Headbutt809010Priority: 0. Has a 20% chance to make the target flinch.
46Crunch8010010Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
50High Jump Kick1309010Priority: 0. If this move misses, is blocked by protect or detect, or has no effect, the user takes damage equal to half of its max HP rounded down.

This move cannot be used while gravity is in effect.
54Dragon DanceNoneNone20Priority: 0. Raises the user's Attack and Speed by one stage each.
58Focus Punch15010020Priority: -3. If the user takes damage this turn before hitting, this move will fail.
62Head Smash150855Priority: 0. User takes 1/2 the damage it inflicts in recoil.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM2Dragon Claw8510010Priority: 0. High Critical Ratio
TM5RoarNoneNone20Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
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.
TM36Sludge Bomb9010010Priority: 0. Has a 30% chance to poison the target.
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.
TM59Incinerate6010015Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move.
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.
TM82Dragon Tail609510Priority: -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.
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
TM95Snarl5510015Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
HM4Strength8510010Priority: 0. 10% Raise Attack

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Dark Pulse80Never Miss10Priority: 0. Has a 20% chance to make the target flinch.
Dragon Pulse90None10Priority: 0. Bypasses accuracy checks
Drain Punch7510010Priority: 0. Drains half the damage inflicted to heal the user.
Dual Chop409015Priority: 0. Hits twice in one turn.
Fire Punch7510010Priority: 0. Has a 10% chance to burn the target.
Foul Play9510015Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
Ice Punch7510010Priority: 0. Has a 10% chance to freeze the target.
Iron DefenseNoneNone15Priority: 0. Raises the user's Defense by two stages.
Iron Head8010015Priority: 0. Has a 30% chance to make the target flinch.
Iron Tail1007515Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
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.
SnatchNoneNone10Priority: 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.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
SpiteNone10010Priority: 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.
Super FangNone9010Priority: 0. Inflicts typeless damage equal to half the target's remaining HP.
Thunder Punch7510010Priority: 0. Has a 10% chance to paralyze the target.
Zen Headbutt809010Priority: 0. Has a 20% chance to make the target flinch.

Encounter Locations

Location   Level Spawn Percent
Desert Resort Sand, Outside 22-24 20.0
Route 4 Sand 19-20 10.0
Route 9 Hidden Grotto ?? 3.75