611 - Fraxure
Type | Ability | |
---|---|---|
(1) Rivalry (2) Mold Breaker (HA) Unnerve | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Axew | Level 38 | Fraxure | Level 48 | Haxorus |
Stats
HP 66 | ATK 117 | DEF 70 | SPA 40 | SPD 50 | SPE 67 | BST 410 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Bite | 60 | 100 | 20 | Priority: 0. Has a 30% chance to make the target flinch. | ||
1 | False Swipe | 40 | 100 | 30 | Priority: 0. Will not reduce the target's HP below 1. | ||
1 | Leer | None | 100 | 30 | Priority: 0. Lowers the target's Defense by one stage. | ||
1 | Scratch | 40 | 100 | 35 | Priority: 0. Inflicts regular damage. | ||
9 | Assurance | 60 | 100 | 10 | Priority: 0. If the target takes damage this turn for any reason before this move is used, this move has double power. | ||
12 | Taunt | None | 100 | 20 | Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random. | ||
15 | Reversal | None | 100 | 15 | Priority: 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 | ||
18 | Dual Chop | 40 | 90 | 15 | Priority: 0. Hits twice in one turn. | ||
21 | Scary Face | None | 100 | 10 | Priority: 0. Lowers the target's Speed by two stages. | ||
24 | Crunch | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Defense by one stage. | ||
27 | Dragon Dance | None | None | 20 | Priority: 0. Raises the user's Attack and Speed by one stage each. | ||
30 | Dragon Pulse | 90 | None | 10 | Priority: 0. Bypasses accuracy checks | ||
33 | Night Slash | 70 | 100 | 15 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
33 | Slash | 70 | 100 | 15 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
36 | Focus Energy | None | None | 20 | Priority: 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. | ||
38 | Breaking Swipe | 60 | 100 | 15 | Priority: 0. Lowers the target's Attack by one stage. | ||
42 | Swords Dance | None | None | 20 | Priority: 0. Raises the user's Attack by two stages. | ||
46 | Superpower | 120 | 100 | 5 | Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each. | ||
48 | Outrage | 120 | 100 | 10 | Priority: 0. User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused. | ||
52 | Guillotine | None | 30 | 5 | Priority: 0. OHKO Move. This move's accuracy is 30% plus 1% for each level the user is higher than the target. If the user is a lower level than the target, this move will fail. | ||
56 | Giga Impact | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM1 | Hone Claws | None | None | 15 | Priority: 0. Raises the user's Attack and accuracy by one stage. | ||
TM2 | Dragon Claw | 85 | 100 | 10 | Priority: 0. High Critical Ratio | ||
TM5 | Roar | None | None | 20 | Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately. | ||
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. | ||
TM11 | Sunny Day | None | None | 5 | Priority: 0. Changes the weather to sunshine for five turns. | ||
TM12 | Taunt | None | 100 | 20 | Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random. | ||
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. | ||
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. | ||
TM39 | Rock Tomb | 60 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
TM40 | Aerial Ace | 60 | None | 20 | Priority: 0. Ignores accuracy and evasion modifiers. | ||
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. | ||
TM54 | False Swipe | 40 | 100 | 30 | Priority: 0. Will not reduce the target's HP below 1. | ||
TM59 | Incinerate | 60 | 100 | 15 | Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move. | ||
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. | ||
TM75 | Swords Dance | None | None | 20 | Priority: 0. Raises the user's Attack by two stages. | ||
TM81 | X-Scissor | 80 | 100 | 10 | Priority: 0. The user's critical hit rate is boosted one stage when using this move. | ||
TM82 | Dragon Tail | 60 | 95 | 10 | Priority: -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. | ||
TM83 | Work Up | None | None | 30 | Priority: 0. Raises the user's Attack and Special Attack by one stage each. | ||
TM84 | Poison Jab | 80 | 100 | 10 | Priority: 0. Has a 30% chance to poison the target. | ||
TM87 | Rock Climb | 80 | 95 | 10 | Priority: 0. Has a 20% chance to confuse the target. | ||
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 | ||
HM1 | Cut | 50 | 95 | 30 | Priority: 0. High Critical Ratio | ||
HM4 | Strength | 85 | 100 | 10 | Priority: 0. 10% Raise Attack |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Aqua Tail | 100 | 85 | 10 | Priority: 0. Inflicts regular damage. | ||
Draco Meteor | 130 | 90 | 5 | Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages. | ||
Dragon Pulse | 90 | None | 10 | Priority: 0. Bypasses accuracy checks | ||
Dual Chop | 40 | 90 | 15 | Priority: 0. Hits twice in one turn. | ||
Endeavor | None | 100 | 5 | Priority: 0. Inflicts exactly enough damage to lower the target's HP to equal the user's. If the target's HP is not higher than the user's, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage. | ||
Iron Tail | 100 | 75 | 15 | Priority: 0. Has a 30% chance to lower the target's Defense by one stage. | ||
Low Kick | None | 100 | 20 | Priority: 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 | ||
Outrage | 120 | 100 | 10 | Priority: 0. User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused. | ||
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. | ||
Superpower | 120 | 100 | 5 | Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each. |
Encounter Locations
Location | Level | Spawn Percent | ||
---|---|---|---|---|
The Nature Preserve | Grass | 38-100 | 5.0 | |
Victory Road | Connecting Caves II, Dragons | Cave | 59-62 | 5.0 |
Victory Road - N's Castle, Entrance | Cave | 66 | 10.0 |