#0614
Beartic

Beartic

Ice

Abilities

  • Snow Cloak Boosts the Pokémon's evasiveness by 25% in snow.
  • Slush Rush Doubles the Pokémon's Speed stat in snow.
  • Swift Swim Hidden Doubles the Pokémon's Speed stat in rain.

Stat Points

HP
95
ATK
130
DEF
80
Sp. Atk
70
Sp. Def
80
SPE
50

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 (75)

Name Type Category Power PP Description
Aerial Ace physical 60 20 This move never misses.
Aqua Jet physical 40 20 —
Assurance physical 60 12 This move's power is doubled if the target has already taken damage during the turn this move is used.
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.
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.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Charm status - 20 Lowers the target's Attack stat by 2 stages.
Chilling Water special 50 20 Lowers the target's Attack stat by 1 stage.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats 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.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
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.
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.
Encore status - 8 Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status.
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.
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.
Flail physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
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.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Hard Press physical - 12 The more HP the target has left, the greater this move's power (ranging between 1 and 100).
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.
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 Punch physical 75 16 Has a 10% chance of freezing the target.
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.
Liquidation physical 85 12 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Mega Kick physical 120 8 —
Mud Shot special 55 16 Lowers the target's Speed stat by 1 stage.
Mud-Slap special 20 12 Lowers the target's Accuracy stat by 1 stage.
Night Slash physical 70 20 This move has a 1 stage Critical-Hit Ratio Boost.
Play Rough physical 90 12 Has a 10% chance of lowering the target's Attack stat by 1 stage.
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.
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.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Roar status - 20 If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
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.
Shadow Claw physical 70 16 This move has a 1-stage Critical-Hit Ratio Boost.
Sheer Cold special - 8 Knocks out the target. This move does not affect Ice types. The accuracy of this move is fixed at 30%. If used by Pokémon other than Ice types, the accuracy of this move is 20%.
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.
Snarl special 55 16 Lowers targets' Sp. Atk stats by 1 stage.
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.
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.
Swagger status - 16 Boosts the target's Attack stat by 2 stages and confuses it.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Thrash physical 120 12 The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Throat Chop physical 80 16 Gives the target the Throat Chopped status, where the Pokémon cannot use any sound-based moves for 2 turns.
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.
X-Scissor physical 80 16 —
Yawn status - 12 Makes the target drowsy. This move never misses.