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632 - Durant

  Type Ability


(1) Heatproof
(2) Hustle
(HA) Truant

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak

















 

Stats

HPATKDEFSPASPDSPEBST
581091124848109484

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Fury Cutter 30 95 20 Priority: 0. Power doubles after every time this move is used, whether consecutively or not, maxing out at 16x. If this move misses or the user leaves the field, power resets.
1 Sand Attack None 100 15 Priority: 0. Lowers the target's accuracy by one stage.
5 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.
11 Metal Claw 50 95 35 Priority: 0. Has a 10% chance to raise the user's Attack one stage.
14 Beat Up None 100 10 Priority: 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.
17 Bug Bite 60 100 20 Priority: 0. If the target is holding a berry, 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.
20 Bite 60 100 20 Priority: 0. Has a 30% chance to make the target flinch.
25 Agility None None 30 Priority: 0. Raises the user's Speed by two stages.
28 Flail None 100 15 Priority: 0. Power varies inversely with the user's proportional remaining HP.

64 * current HP / max HP
32 X-Scissor 80 100 10 Priority: 0. The user's critical hit rate is boosted one stage when using this move.
36 Crunch 80 100 10 Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
40 Iron Defense None None 15 Priority: 0. Raises the user's Defense by two stages.
44 Thunder Fang 65 95 15 Priority: 0. Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch.
47 Iron Head 80 100 15 Priority: 0. Has a 30% chance to make the target flinch.
50 Entrainment None 100 15 Priority: 0. Changes the target's ability to match the user's. This effect ends when the target leaves battle.
54 Lunge 80 100 15 Priority: 0. Lowers the target's Attack by one stage.
58 Metal Burst None 100 10 Priority: 0. Targets the last opposing Pokémon to hit the user with a damaging move this turn. Inflicts 1.5× the damage that move did to the user. Type immunity applies, but other type effects are ignored.
62 Baton Pass None None 40 Priority: 0. User switches out, and the trainer selects a replacement Pokémon from the party. Stat changes, confusion, and persistent move effects are passed along to the replacement Pokémon.

The following move effects are passed:

aqua ring
both the user's and target's effect of block, mean look, and spider web
the curse effect of curse
embargo
focus energy or an activated lansat berry
gastro acid
ingrain
being sapped by leech seed
being targeted by lock on or mind reader
magnet rise
perish song's counter
power trick
* substitute; the doll's HP is unchanged

The replacement Pokémon does not trigger effects that respond to Pokémon switching in.
66 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.
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
TM1 Hone Claws None None 15 Priority: 0. Raises the user's Attack and accuracy by one stage.
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
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.
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.
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.
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.
TM47 Low Sweep 65 100 20 Priority: 0. Lowers the target's Speed by one stage.
TM53 Energy Ball 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM65 Shadow Claw 70 100 90 Priority: 0. User's critical hit rate is one level higher when using this move.
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.
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.
TM73 Thunder Wave None 90 20 Priority: 0. Paralyzes the target.
TM76 Bug Buzz 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM80 Rock Slide 75 90 10 Priority: 0. Has a 30% chance to make the target flinch.
TM81 X-Scissor 80 100 10 Priority: 0. The user's critical hit rate is boosted one stage when using this move.
TM83 Work Up None None 30 Priority: 0. Raises the user's Attack and Special Attack by one stage each.
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.
TM91 Flash Cannon 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
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
Tutor Bug Bite 60 100 20 Priority: 0. If the target is holding a berry, 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.
Tutor Iron Head 80 100 15 Priority: 0. Has a 30% chance to make the target flinch.
Tutor Iron Defense None None 15 Priority: 0. Raises the user's Defense by two stages.
Tutor Superpower 120 100 5 Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor 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.
Tutor 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.

Encounter Locations

Location     Level Spawn Percent
Chargestone Cave 1F Cave 32-36 5.0
Chargestone Cave B1F Cave 36-40 5.0
Chargestone Cave B2F Cave 38-41 5.0
Twist Mountain All Other Rooms Cave 68 10.0
Underground Ruins Regi Rooms Cave 69 10.0
Underground Ruins Regular Chambers Cave 68 10.0
Victory Road Connecting Caves I Cave 59-62 10.0
Victory Road Connecting Caves I Dust Cloud 60-65 20.0
Victory Road Connecting Caves II, Top Cave 59-62 5.0
Victory Road - N's Castle, Entrance Cave   68 10.0