630 - Mandibuzz
Type | Ability | |
---|---|---|
(1) Overcoat (2) Weak Armor (HA) Overcoat | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Vullaby | Level 40 | Mandibuzz |
Stats
HP 110 | ATK 65 | DEF 105 | SPA 55 | SPD 95 | SPE 80 | BST 510 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Gust | 40 | 100 | 25 | Priority: 0. Inflicts regular damage. If the target is under the effect of bounce, fly, or sky drop, this move will hit with double power. | ||
1 | Leer | None | 100 | 30 | Priority: 0. Lowers the target's Defense by one stage. | ||
6 | Flatter | None | 100 | 15 | Priority: 0. Raises the target's Special Attack by one stage, then confuses it. | ||
12 | Wing Attack | 60 | 100 | 35 | Priority: 0. Inflicts regular damage. | ||
15 | Pluck | 60 | 100 | 20 | Priority: 0. If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately. If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect. If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen. | ||
18 | Tailwind | None | None | 15 | Priority: 0. For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field. | ||
21 | Block | None | None | 5 | Priority: 0. The target cannot switch out normally. | ||
24 | Iron Defense | None | None | 15 | Priority: 0. Raises the user's Defense by two stages. | ||
27 | Payback | 50 | 100 | 10 | Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power. | ||
30 | Nasty Plot | None | None | 20 | Priority: 0. Raises the user's Special Attack by two stages. | ||
33 | Dual Wingbeat | 40 | 90 | 10 | Priority: 0. Inflicts regular damage. | ||
36 | Fake Tears | None | 100 | 20 | Priority: 0. Lowers the target's Special Defense by two stages. | ||
39 | Whirlwind | None | Never Miss | 20 | Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately. | ||
40 | Bone Rush | 25 | 90 | 10 | Priority: 0. Hits 2–5 times in one 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. | ||
40 | Dark Pulse | 80 | Never Miss | 10 | Priority: 0. Has a 20% chance to make the target flinch. | ||
44 | Steel Wing | 70 | 90 | 25 | Priority: 0. Has a 10% chance to raise the user's Defense one stage. | ||
47 | Air Slash | 75 | 95 | 10 | Priority: 0. Has a 30% chance to make the target flinch. | ||
51 | Scary Face | None | 100 | 10 | Priority: 0. Lowers the target's Speed by two stages. | ||
55 | Foul Play | 95 | 100 | 15 | Priority: 0. Damage is calculated using the target's attacking stat rather than the user's. | ||
58 | Brave Bird | 120 | 100 | 15 | Priority: 0. User takes 1/3 the damage it inflicts in recoil. | ||
62 | Zen Headbutt | 80 | 90 | 10 | Priority: 0. Has a 20% chance to make the target flinch. | ||
66 | Defog | None | None | 15 | Priority: 0. Lowers the target's evasion by one stage. Clears away fog. Removes the effects of mist, light screen, reflect, safeguard, spikes, stealth rock, and toxic spikes from the target's side of the field. If the target is protected by mist, it will prevent the evasion change, then be removed by this move. | ||
70 | Superpower | 120 | 100 | 5 | Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each. |
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. | ||
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. | ||
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. | ||
TM30 | Shadow Ball | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage. | ||
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. | ||
TM58 | Hurricane | 110 | 80 | 5 | Priority: 0. Has a 30% chance to confuse the target. This move can hit Pokémon under the effect of bounce, fly, or sky drop. During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy. | ||
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. | ||
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. | ||
TM67 | Retaliate | 70 | 100 | 5 | Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power. | ||
TM68 | Giga Impact | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
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. | ||
TM88 | Pluck | 60 | 100 | 20 | Priority: 0. If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately. If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect. If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen. | ||
TM89 | U-turn | 70 | 100 | 20 | Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out. The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used. This move may be used even if the user is under the effect of ingrain. | ||
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 | ||
TM95 | Snarl | 55 | 100 | 15 | Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage. | ||
HM1 | Cut | 50 | 95 | 30 | Priority: 0. High Critical Ratio | ||
HM2 | Fly | 80 | 100 | 15 | Priority: 0. User flies high into the air for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, gust (2x dmg), hurricane, sky uppercut, smack down, thunder, twister (2x dmg), and whirlwind still hit the user normally. Gust and twister also have double power against the user. The damage from hail and sandstorm still applies during the immune turn. The user may be hit under the effect of lock on, mind reader, or no guard. This move cannot be used while gravity is in effect. This move cannot be selected by sleep talk. |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
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. | ||
Foul Play | 95 | 100 | 15 | Priority: 0. Damage is calculated using the target's attacking stat rather than the user's. | ||
Heat Wave | 100 | 90 | 10 | Priority: 0. Has a 10% chance to burn the target. | ||
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. | ||
Roost | None | None | 10 | Priority: 0. Heals the user for half its max HP. If the user is flying, its flying type is ignored until the end of this turn. | ||
Sky Attack | 140 | 90 | 5 | Priority: 0. User charges for one turn before attacking. Critical hit chance is one level higher than normal. Has a 30% chance to make the target flinch. This move cannot be selected by sleep talk. | ||
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. | ||
Tailwind | None | None | 15 | Priority: 0. For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field. |
Encounter Locations
Location | Level | Spawn Percent | ||
---|---|---|---|---|
Route 23 | Dark Grass (Doubles) | 59-62 | 10.0 | |
Route 4 | Special Event, BB2 | 30 | 100.0 | |
Victory Road | Lower Mountainside | Dark Grass (Doubles) | 60-65 | 5.0 |
Victory Road | Lower Mountainside | Grass | 59-62 | 5.0 |
Village Bridge | Dark Grass (Doubles) | 47-49 | 10.0 |