#0713
Avalugg

Avalugg

Ice

Abilities

  • Own Tempo The Pokémon cannot become confused and is unaffected by Intimidate.
  • Ice Body The Pokémon has 1/16 of its max HP restored at the end of every turn in snow.
  • Sturdy Hidden If the Pokémon has full HP and takes damage from a move that would knock it out in one hit, it will endure the hit with 1 HP. The Pokémon is also immune to one-hit KO moves.

Stat Points

HP
95
ATK
117
DEF
184
Sp. Atk
44
Sp. Def
46
SPE
28

Weakness and Resistance

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

Learnable Moves (49)

Name Type Category Power PP Description
Aurora Veil status - 20 Gives the user's side the Aurora Veil status for 5 turns, where damage from physical and special moves are reduced by 1/2 in Singles or 1/3 in Doubles. This move can be used only in snow.
Avalanche physical 60 12 This move's power is doubled if the target has already dealt damage to the user with a move in the same turn.
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 Press physical 80 12 The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
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.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
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.
Curse status - 12 Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Earthquake physical 100 12 This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
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.
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.
Flash Cannon special 80 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Frost Breath special 60 12 Always a critical hit.
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.
Gyro Ball physical - 8 The lower the user's Speed stat compared to the target's, the greater this move's power (ranging between 1 and 150).
Heavy Slam physical - 12 The more the user outweighs the target, the greater this move's power (ranging between 40 and 120). If the target has the Minimized status, this move's power is doubled and it will be sure to hit.
High Horsepower physical 95 12 —
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.
Ice Fang physical 65 16 Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
Ice Spinner physical 80 16 Removes any terrain.
Icicle Crash physical 85 12 Has a 30% chance of making the target flinch.
Icicle Spear physical 25 20 The user attacks 2 to 5 times in a row.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Iron Defense status - 16 Boosts the user's Defense stat by 2 stages.
Iron Head physical 80 16 Has a 20% chance of making the target flinch.
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.
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.
Rapid Spin physical 20 20 Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web, Stealth Rock, Spikes, and Toxic Spikes statuses from the user's side. Boosts the user's Speed stat by 1 stage.
Recover status - 8 Restores 1/2 of the user's max HP.
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.
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
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.
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.
Snowscape status - 8 Summons snow for 5 turns.
Stomping Tantrum physical 75 12 This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Stone Edge physical 100 8 This move has a 1-stage Critical-Hit Ratio Boost.
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.
Superpower physical 120 8 Lowers the user's Attack and Defense stats by 1 stage.
Surf special 90 16 This move's power is doubled against targets that have the Submerged status.
Wide Guard status - 12 During the turn this move is used, the user protects its side from moves that target all allies.