#0693
Clawitzer

Clawitzer

Water

Abilities

  • Mega Launcher Boosts the power of the Pokémon's pulse moves by 50%.

Stat Points

HP
71
ATK
73
DEF
88
Sp. Atk
120
Sp. Def
89
SPE
59

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 (52)

Name Type Category Power PP Description
Aqua Jet physical 40 20 —
Aqua Tail physical 90 12 —
Aura Sphere special 80 20 This move never misses.
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.
Bounce physical 85 8 The user gains the Sky-High status on the turn this move is used, where the Pokémon cannot be hit my most moves and is unaffected by terrain, then attacks on the following turn. This move has a 30% chance of paralyzing the target.
Chilling Water special 50 20 Lowers the target's Attack stat by 1 stage.
Crabhammer physical 100 12 This move has a 1-stage Critical-Hit Ratio Boost.
Dark Pulse special 80 16 Has a 20% chance of making the target flinch.
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.
Dragon Pulse special 85 12 —
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.
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.
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.
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.
Heal Pulse status - 12 Restores 1/2 of the target's max HP.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
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.
Liquidation physical 85 12 Has a 20% chance of lowering the target's Defense stat by 1 stage.
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.
Muddy Water special 90 12 Has a 30% chance of lowering targets' accuracy by 1 stage.
Pounce physical 50 20 Lowers the target's Speed 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.
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
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 Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def 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.
Sludge Bomb special 90 12 Has a 30% chance of poisoning the target.
Sludge Wave special 95 12 Has a 10% chance of poisoning targets.
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.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
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.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
U-turn physical 70 20 After attacking, the user switchesout of battle to be replaced by another party Pokémon.
Venoshock special 65 12 This move's power is doubled if the target is poisoned or badly poisoned.
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.
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.