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Grapploct

Grapploct
Fighting

Height 1.6 m·Weight 39.0 kg

Base stats

HP
80
Atk
118
Def
90
SpA
70
SpD
80
Spe
42
Total480

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Pokémon Champions data for this Pokémon is not confirmed yet. Base stats and abilities follow the main series and will update automatically once confirmed.

Abilities

* Hidden ability

Learnable moves

49 moves
  • Bind

    traps 4–5 turns · loses 1/8 of max HP each turn

    Power15Acc.85PP20
    Contact
  • 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
  • [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
  • infatuation

    PowerAcc.100PP16
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • averages HP with the target

    PowerAcc.Sure-hitPP20
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +2] hits through protection and lifts it

    Power30Acc.100PP12
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • Power110Acc.80PP8
  • Surf

    also hits targets underwater

    Power90Acc.100PP16
  • 20% chance: flinch

    Power80Acc.100PP16
    Contact
  • traps 4–5 turns · loses 1/8 of max HP each turn

    Power35Acc.85PP16
  • Dive

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

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

    Power90Acc.85PP12
  • Soak

    changes the target to Water type

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

    Power85Acc.100PP12
    Contact
  • target's Attack −1

    Power50Acc.100PP20
  • 10% chance: freeze

    Power75Acc.100PP16
    ContactPunch
  • fixed damage equal to the user's level

    PowerAcc.100PP20
    Contact
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [Priority +1]

    Power40Acc.100PP20
    ContactPunch
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • user's Attack/Defense −1

    Power120Acc.100PP8
    Contact
  • breaks the target's screens

    Power75Acc.100PP16
    Contact
  • user's Attack/Defense +1

    PowerAcc.PP20
  • user's Defense/Sp. Def −1

    Power120Acc.100PP8
    Contact
  • restores 1/2 of damage dealt

    Power75Acc.100PP12
    ContactPunch
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • always a critical hit

    Power60Acc.100PP12
    Contact
  • [Priority -6] forces the target to switch out

    Power60Acc.90PP12
    Contact
  • The user locks the target in and prevents it from fleeing. This move also lowers the target’s Defense and Sp. Def every turn.

    PowerAcc.100PP16
  • allies' Attack/Defense +1

    PowerAcc.PP12
  • Dig

    turn 1: digs underground, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • target's Speed −1

    Power55Acc.95PP16
  • last move failed: power ×2

    Power75Acc.100PP12
    Contact
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • target's Sp. Atk −1

    Power70Acc.90PP12
    Contact
  • target can use only damaging moves for 3 turns

    PowerAcc.100PP20
  • moving after the target: power ×2

    Power50Acc.100PP12
    Contact
  • [Priority +1] only works if the target is readying an attack

    Power70Acc.100PP8
    Contact
  • inverts the target's stat changes

    PowerAcc.Sure-hitPP20
  • Power60Acc.100PP20
    Contact