563 - Cofagrigus
Type | Ability | |
---|---|---|
(1) Mummy | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Yamask | Level 34 | Cofagrigus |
Stats
HP +10 68 | ATK 50 | DEF 145 | SPA 95 | SPD 105 | SPE 30 | BST +10 493 |
Wild Hold Items
- 5%: Spell Tag
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Guard Split | None | None | 10 | Priority: 0. Averages the user's unmodified Defense with the target's unmodified Defense; the value becomes the unmodified Defense for both Pokémon. Unmodified Special Defense is averaged the same way. | ||
1 | Haze | None | None | 30 | Priority: 0. Removes stat, accuracy, and evasion modifiers from every Pokémon on the field. | ||
1 | Imprison | None | None | 10 | Priority: 0. Prevents any Pokémon on the opposing side of the field from using any move the user knows until the user leaves the field. This effect is live; if the user obtains new moves while on the field, these moves become restricted. | ||
1 | Power Split | None | None | 10 | Priority: 0. Averages the user's unmodified Attack with the target's unmodified Attack; the value becomes the unmodified Attack for both Pokémon. Unmodified Special Attack is averaged the same way. This effect applies before any other persistent changes to unmodified Attack or Special Attack, such as flower gift during sunny day. | ||
4 | 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. | ||
7 | Fake Tears | None | 100 | 20 | Priority: 0. Lowers the target's Special Defense by two stages. | ||
10 | Trick | None | 100 | 10 | Priority: 0. User and target permanently swap held items. | ||
13 | Block | None | None | 5 | Priority: 0. The target cannot switch out normally. | ||
16 | Disable | None | 100 | 20 | Priority: 0. Disables the target's last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field. | ||
19 | Will-O-Wisp | None | 85 | 15 | Priority: 0. Burns the target. | ||
22 | Night Shade | None | 100 | 15 | Priority: 0. Inflicts damage equal to the user's level. Type immunity applies, but other type effects are ignored. | ||
25 | Ally Switch | None | None | 15 | Priority: 2. User switches position on the field with the friendly Pokémon opposite it. If the user is in the middle position in a triple battle, or there are no other friendly Pokémon, this move will fail. | ||
28 | Ominous Wind | 60 | 100 | 5 | Priority: 0. Has a 10% chance to raise all of the user's stats one stage. | ||
31 | 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. | ||
34 | Iron Defense | None | None | 15 | Priority: 0. Raises the user's Defense by two stages. | ||
34 | Scary Face | None | 100 | 10 | Priority: 0. Lowers the target's Speed by two stages. | ||
38 | Hex | 65 | 100 | 15 | Priority: 0. If the target has a major status ailment, this move has double power. | ||
41 | Mean Look | None | None | 5 | Priority: 0. The target cannot switch out normally. Ignores accuracy and evasion modifiers. | ||
44 | Wonder Room | None | None | 10 | Priority: 0. For five turns (including this one), every Pokémon's Defense and Special Defense are swapped. | ||
47 | Nightmare | None | 100 | 15 | Priority: 0. Only works on sleeping Pokémon. Gives the target a nightmare, damaging it for 1/4 its max HP every turn. If the target wakes up or leaves the field, this effect ends. | ||
50 | Pain Split | None | None | 20 | Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP. | ||
53 | Heal Block | None | 100 | 15 | Priority: 0. For the next five turns, the target may not use any moves that only restore HP, and move effects that heal the target are disabled. Moves that steal HP may still be used, but will only inflict damage and not heal the target. | ||
56 | Grudge | None | None | 5 | Priority: 0. If the user faints before it next acts, the move that fainted it will have its PP dropped to 0. End-of-turn damage does not trigger this effect. | ||
60 | Nasty Plot | None | None | 20 | Priority: 0. Raises the user's Special Attack by two stages. | ||
64 | Destiny Bond | None | None | 5 | Priority: 0. If the user faints before its next move, the Pokémon that fainted it will automatically faint. End-of-turn damage is ignored. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM4 | Calm Mind | None | None | 10 | Priority: 0. Raises the user's Special Attack and Special Defense by one stage each. | ||
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
TM10 | Hidden Power | 60 | 100 | 15 | Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70. | ||
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. | ||
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. | ||
TM29 | Psychic | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM30 | Shadow Ball | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage. | ||
TM41 | Infestation | 20 | 100 | 20 | Priority: 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. The user continues to use other moves during this time. If the user leaves the field, this effect ends. 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. | ||
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. | ||
TM53 | Energy Ball | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM60 | Quash | None | 100 | 15 | Priority: 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. | ||
TM61 | Will-O-Wisp | None | 85 | 15 | Priority: 0. Burns the target. | ||
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. | ||
TM70 | Flash | None | 100 | 20 | Priority: 0. Lowers the target's accuracy by one stage. | ||
TM77 | Psych Up | None | None | 10 | Priority: 0. Discards the user's stat changes and copies the target's. This move cannot be copied by mirror move. | ||
TM86 | Grass Knot | None | 100 | 20 | Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120. | ||
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. | ||
TM92 | Trick Room | None | None | 5 | Priority: -7. For five turns (including this one), slower Pokémon will act before faster Pokémon. Move priority is not affected. Using this move when its effect is already active will end the effect. |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
After You | None | None | 15 | Priority: 0. The target will act next this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail. | ||
Block | None | None | 5 | Priority: 0. The target cannot switch out normally. | ||
Dark Pulse | 80 | Never Miss | 10 | Priority: 0. Has a 20% chance to make the target flinch. | ||
Iron Defense | None | None | 15 | Priority: 0. Raises the user's Defense by two stages. | ||
Knock Off | 65 | 100 | 20 | Priority: 0. Target loses its held item. | ||
Magic Coat | None | None | 15 | Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user. defog, memento, and teeter dance are not reflected. attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected. This move cannot be copied by mirror move. | ||
Pain Split | None | None | 20 | Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP. | ||
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. | ||
Skill Swap | None | None | 10 | Priority: 0. User and target switch abilities. Ignores accuracy and evasion modifiers. If either Pokémon has multitype or wonder guard, this move will fail. | ||
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. | ||
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. | ||
Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. | ||
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. | ||
Trick | None | 100 | 10 | Priority: 0. User and target permanently swap held items. | ||
Wonder Room | None | None | 10 | Priority: 0. For five turns (including this one), every Pokémon's Defense and Special Defense are swapped. |
Pre-Evolution Moves
Species | Method | Move |
---|---|---|
Yamask | Lvl 1 | Astonish |
Yamask | Lvl 1 | Endure |
Encounter Locations
Location | Level | Spawn Percent | ||
---|---|---|---|---|
Relic Castle | Lowest Floor, Furthest Left Room | Floor | 34-37 | 20.0 |
Relic Castle | Lowest Floor, Furthest Right Room | Floor | 34-37 | 20.0 |