#0618.1
Galarian Stunfisk

Galarian Stunfisk

Ground Steel

Abilities

  • Mimicry The Pokémon's type changes depending on the terrain.

Stat Points

HP
109
ATK
81
DEF
99
Sp. Atk
66
Sp. Def
84
SPE
32

Weakness and Resistance

2x ⦿ Super Effective
Fire Water Fighting Ground
1x – Normal
Grass Ice Ghost Dark
0.5x △ Resists
Normal Flying Psychic Bug Dragon Steel Fairy
0.25x ▼ Mostly Ineffective
Rock
0x × Immune
Electric Poison

Learnable Moves (52)

Name Type Category Power PP Description
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.
Bind physical 15 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.
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.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Counter physical - 20 The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
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.
Earth Power special 90 12 Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
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.
Fissure physical - 8 Knocks out the target. The accuracy of this move is fixed at 30%.
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.
Foul Play physical 95 16 The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Ice Fang physical 65 16 Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
Iron Defense status - 16 Boosts the user's Defense stat by 2 stages.
Lash Out physical 75 8 This move's power is doubled if the user's stats were lowered during the turn this move is used.
Metal Sound status - 20 Lowers the target's Sp. Def stat by 2 stages.
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.
Pain Split status - 20 The user adds its remaining HP to the target's remaining HP, then splits the total in half for them to share.
Payback physical 50 12 This move's power is double if the user attacks after the target.
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 Type status - 16 The user becomes the same type or types as the target.
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.
Sandstorm status - 8 Summons a sandstorm for 5 turns.
Scald special 80 16 Has a 30% chance of burning the target. Cures the user and target of being frozen.
Screech status - 20 Lowers the target's Defense 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.
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.
Snap Trap physical 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.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Spite status - 12 Removes 4 PP from the move last used by the target.
Stealth Rock status - 20 Gives the opponent's side the Stealth Rock status, where Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokémon's type matchup with the Rock type.
Steel Beam special 140 8 After attacking, the user takes damage equal to 1/2 of its max HP.
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.
Sucker Punch physical 70 8 This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
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.
Thunder Wave status - 20 Paralyzes the target.
Uproar special 90 12 The user gains the Uproar status. For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep.
Yawn status - 12 Makes the target drowsy. This move never misses.