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Clawitzer

Clawitzer
Water

Height 1.3 m·Weight 35.3 kg

Base stats

HP
71
Atk
73
Def
88
SpA
120
SpD
89
Spe
59
Total500

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

Learnable moves

52 moves
  • user's Attack +2

    PowerAcc.PP20
    Dance
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • must recharge next turn

    Power150Acc.90PP8
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • target's Speed −2

    PowerAcc.100PP12
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • type changes with the weather · power ×2 in weather

    Power50Acc.100PP12
    Ball & bomb
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • target's Ability becomes the user's

    PowerAcc.100PP16
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • type changes with the terrain · power ×2 on terrain

    Power50Acc.100PP12
    Pulse
  • Power110Acc.80PP8
  • Surf

    also hits targets underwater

    Power90Acc.100PP16
  • 20% chance: flinch

    Power80Acc.100PP16
    Contact
  • !

    crit stage +1 (12.5%)

    Power100Acc.95PP12
    Contact
  • rain for 5 turns

    PowerAcc.PP8
  • Dive

    turn 1: dives underwater, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • 30% chance: target's accuracy −1

    Power90Acc.85PP12
  • 20% chance: confusion

    Power60Acc.100PP20
    Pulse
  • Power90Acc.90PP12
    Contact
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • 20% chance: target's Defense −1

    Power85Acc.100PP12
    Contact
  • user switches out after attacking

    Power60Acc.100PP20
    Contact
  • target's Attack −1

    Power50Acc.100PP20
  • 10% chance: freeze

    Power90Acc.100PP12
  • 10% chance: freeze · never misses in snow

    Power110Acc.70PP8
    Wind
  • target's Speed −1

    Power55Acc.95PP16
    Wind
  • Power80Acc.Sure-hitPP20
    Ball & bombPulse
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • 30% chance: poison

    Power90Acc.100PP12
    Ball & bomb
  • power ×2 vs poisoned target

    Power65Acc.100PP12
  • 10% chance: poison

    Power95Acc.100PP12
  • target's accuracy −1

    Power20Acc.100PP12
  • target's Speed −1

    Power55Acc.95PP16
  • 30% chance: paralysis · turn 1: flies up, evades · turn 2: attacks

    Power85Acc.85PP8
    ContactAirborne
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • restores 1/2 of max HP · heals the target

    PowerAcc.Sure-hitPP12
    Pulse
  • user switches out after attacking

    Power70Acc.100PP20
    Contact
  • target's Speed −1

    Power50Acc.100PP20
    Contact
  • 30% chance: flinch

    Power75Acc.90PP12
  • grounds the target · Ground-type moves can hit it

    Power50Acc.100PP16
  • 20% chance: target's Sp. Def −1

    Power80Acc.100PP16
    Ball & bomb
  • Power85Acc.100PP12
    Pulse
  • steals the target's item · not if the user holds one

    Power60Acc.100PP20
    Contact
  • 20% chance: flinch

    Power80Acc.100PP16
    Pulse
  • 10% chance: target's Sp. Def −1

    Power80Acc.100PP12