#0009
Blastoise

Blastoise

Water

Abilities

  • Torrent Boosts the power of the Pokémon's Water-type moves by 50% when its HP drops to 1/3 or less of its max.
  • Rain Dish Hidden The Pokémon has 1/16 of its max HP restored at the end of every turn in rain.

Stat Points

HP
79
ATK
83
DEF
100
Sp. Atk
85
Sp. Def
105
SPE
78

Weakness and Resistance

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

Learnable Moves (73)

Name Type Category Power PP Description
Aqua Jet physical 40 20 —
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.
Aqua Tail physical 90 12 —
Aura Sphere special 80 20 This move never misses.
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.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
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.
Dark Pulse special 80 16 Has a 20% chance of making the target flinch.
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.
Dragon Pulse special 85 12 —
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.
Fake Out physical 40 12 Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Flail physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Flash Cannon special 80 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
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.
Flip Turn physical 60 20 After attacking, the user switches out of battle to be replaced by another party Pokémon.
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.
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).
Haze status - 20 Eliminates every stat change on the entire field.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hydro Cannon 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.
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 Punch physical 75 16 Has a 10% chance of freezing the target.
Ice Spinner physical 80 16 Removes any terrain.
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.
Iron Tail physical 100 16 Has a 30% chance of lowering the target's Defense stat by 1 stage.
Life Dew status - 12 Restores 1/4 of the max HP of the user and its allies.
Liquidation physical 85 12 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Mega Kick physical 120 8 —
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.
Mud Shot special 55 16 Lowers the target's Speed stat by 1 stage.
Muddy Water special 90 12 Has a 30% chance of lowering targets' accuracy by 1 stage.
Outrage 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.
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.
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.
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.
Shell Smash status - 16 Lowers the user's Defense and Sp. Def stats by 1 stage and boosts its Attack, Sp. Atk, and Speed stats 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.
Smack Down physical 50 16 If the target is off the ground, it gains the Landed status, where the Pokémon is now grounded and can be affected by Ground-type moves. This move can hit a target that has the Sky-High status.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
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.
Terrain Pulse special 50 12 This move’s power is doubled if the user is under the effect of a terrain. This move’s type depends on the terrain.
Water Pulse special 60 20 Has a 20% chance of confusing the target.
Water Spout special 150 8 The less HP the user has left, the lower this move's power (ranging between 1 and 150).
Waterfall physical 80 16 Has a 20% chance of making the target flinch.
Wave Crash physical 120 12 The user takes 1/3 of the damage dealt by this move.
Weather Ball special 50 12 When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type.
Whirlpool special 35 16 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. This move's power is doubled if the target has the Submerged status.
Yawn status - 12 Makes the target drowsy. This move never misses.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.