564 - Tirtouga
Type | Ability | |
---|---|---|
(1) Solid Rock (2) Sturdy (HA) Swift Swim | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Tirtouga | Level 37 | Carracosta |
Stats
HP 54 | ATK 78 | DEF 103 | SPA 53 | SPD 45 | SPE 22 | BST 355 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Water Gun | 40 | 100 | 25 | Priority: 0. Inflicts regular damage. | ||
1 | Withdraw | None | None | 40 | Priority: 0. Raises the user's Defense by one stage. | ||
3 | 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. | ||
6 | Aqua Jet | 40 | 100 | 20 | Priority: 1. Inflicts regular damage. | ||
9 | 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. | ||
12 | Ancient Power | 60 | 100 | 5 | Priority: 0. Has a 10% chance to raise all of the user's stats one stage. | ||
15 | Bite | 60 | 100 | 20 | Priority: 0. Has a 30% chance to make the target flinch. | ||
18 | Whirlpool | 35 | 85 | 15 | 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. 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. If the target is in the first turn of dive, this move will hit with double power. | ||
21 | Razor Shell | 75 | 100 | 10 | Priority: 0. Has a 50% chance to lower the target's Defense by one stage. | ||
24 | Rock Slide | 75 | 90 | 10 | Priority: 0. Has a 30% chance to make the target flinch. | ||
27 | Crunch | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Defense by one stage. | ||
30 | 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. | ||
33 | Iron Defense | None | None | 15 | Priority: 0. Raises the user's Defense by two stages. | ||
36 | Aqua Tail | 100 | 85 | 10 | Priority: 0. Inflicts regular damage. | ||
39 | Body Slam | 85 | 100 | 15 | Priority: 0. Has a 30% chance to paralyze the target. | ||
42 | Wide Guard | None | None | 10 | Priority: 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. | ||
45 | Hydro Pump | 110 | 80 | 5 | Priority: 0. Inflicts regular damage. | ||
48 | Shell Smash | None | None | 15 | Priority: 0. Raises the user's Attack, Special Attack, and Speed by two stages each. Lowers the user's Defense and Special Defense by one stage each. | ||
53 | Wave Crash | 110 | 100 | 5 | Priority: 0. Damages user 1/3 recoil damage |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
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. | ||
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. | ||
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. | ||
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. | ||
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. | ||
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. | ||
TM51 | Wave Crash | 110 | 100 | 5 | Priority: 0. Damages user 1/3 recoil damage | ||
TM55 | Scald | 80 | 100 | 10 | Priority: 0. Has a 30% chance to burn the target. | ||
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. | ||
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. | ||
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. | ||
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 | ||
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 | ||
HM5 | Waterfall | 80 | 100 | 10 | Priority: 0. Has a 20% chance to make the target flinch. | ||
HM6 | Dive | 100 | 100 | 10 | Priority: 0. User dives underwater for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, surf, and whirlpool 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. |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Aqua Tail | 100 | 85 | 10 | Priority: 0. Inflicts regular damage. | ||
Block | None | None | 5 | Priority: 0. The target cannot switch out normally. | ||
Earth Power | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
Icy Wind | 55 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
Iron Defense | None | None | 15 | Priority: 0. Raises the user's Defense by two stages. | ||
Iron Tail | 100 | 75 | 15 | Priority: 0. Has a 30% chance to lower the target's Defense by one stage. | ||
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. | ||
Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. | ||
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. |
Encounter Locations
Location | Level | Spawn Percent | ||
---|---|---|---|---|
Relic Castle | Lowest Floor, Furthest Left Room | Floor | 30 | 5.0 |