#0752
Araquanid

Araquanid

Water Bug

Abilities

  • Water Bubble Halves the damage the Pokémon takes from Fire-type moves and doubles the power of its Water-type moves. The Pokémon cannot be burned.
  • Water Absorb Hidden Water-type moves do not work on the Pokémon. Instead, they restore 1/4 of its max HP.

Stat Points

HP
68
ATK
70
DEF
92
Sp. Atk
50
Sp. Def
132
SPE
42

Weakness and Resistance

2x ⦿ Super Effective
Electric Flying Rock
1x – Normal
Normal Fire Grass Poison Psychic Bug Ghost Dragon Dark Fairy
0.5x △ Resists
Water Ice Fighting Ground Steel

Learnable Moves (51)

Name Type Category Power PP Description
Aqua Ring status - 20 The user gains the Aqua Ring status, where the Pokémon restores 1/16 of its max HP at the end of every turn.
Attract status - 16 Gives the target the Infatuated status, where the Pokémon has a 50% chance of being unable to use moves while the Pokemon that gave the status is in the field. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Bite physical 60 20 Has a 30% chance of making the target flinch.
Blizzard special 110 8 Has a 10% chance of freezing the target.
Body Slam physical 85 16 Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Bug Bite physical 60 20 If the target is holding a Berry, the user eats that Berry and gains its effect.
Bug Buzz special 90 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Chilling Water special 50 20 Lowers the target's Attack stat by 1 stage.
Crunch physical 80 16 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Dive physical 80 12 The user gains the Submerged status on the turn this move is used, where the Pokémon cannot be hit by most moves and is unaffected by terrain, then attacks on the following turn.
Endeavor physical - 8 Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Entrainment status - 16 Changes the target's Ability to be the same as the user's.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Giga Drain special 75 12 The user's HP is restored by 1/2 of the damage dealt by this move.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Hydro Pump special 110 8 —
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ice Beam special 90 12 Has a 10% chance of freezing the target.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Infestation special 20 20 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.
Iron Defense status - 16 Boosts the user's Defense stat by 2 stages.
Leech Life physical 80 12 The user's HP is restored by 1/2 of the damage dealt by this move.
Liquidation physical 85 12 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Lunge physical 80 16 Lowers the target's Attack stat by 1 stage.
Magic Room status - 12 Gives the entire field the Magic Room status for 5 turns, where most held items will not work.
Mirror Coat special - 20 The user retaliates to deal double the damage it took from an opponent's special move during the turn this move is used.
Poison Jab physical 80 20 Has a 30% chance of poisoning the target.
Pounce physical 50 20 Lowers the target's Speed stat by 1 stage.
Power Split status - 12 The user adds its Attack stat to the target's Attack stat, then splits the total in half for them to share. It does the same with each of their Sp. Atk stats.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Rain Dance status - 8 Summons rain for 5 turns.
Reflect status - 20 Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Skitter Smack physical 70 12 Lowers the target's Sp. Atk stat by 1 stage.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Soak status - 20 Changes the target's type to Water.
Spit Up special - 12 The higher the user's Stockpiling level, the greater this move's power (ranging between 100 and 300). This move fails unless the user has the Stockpiling status.
Sticky Web status - 20 Gives the opponent's side the Sticky Web status, where Pokémon that switch into battle will have their Speed stats lowered by 1 stage. Pokémon such as Flying types or ones with the Levitate Ability are unaffected.
Stockpile status - 20 Boosts the user's Defense and Sp. Def stats by 1 stage. Raises the user's Stockpiling level by 1. Can be used up to 3 times.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Surf special 90 16 This move's power is doubled against targets that have the Submerged status.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Water Pulse special 60 20 Has a 20% chance of confusing the target.
Waterfall physical 80 16 Has a 20% chance of making the target flinch.
Wide Guard status - 12 During the turn this move is used, the user protects its side from moves that target all allies.
Wonder Room status - 12 Gives the entire field the Wonder Room status, where Pokémon's Defense and Sp. Def stats are swapped, for 5 turns.
X-Scissor physical 80 16 —