#0472
Gliscor

Gliscor

Ground Flying

Abilities

  • Hyper Cutter The Pokémon's Attack stat cannot be lowered by other Pokémon's moves or Abilities.
  • Sand Veil Boosts the Pokémon's evasiveness by 25% in a sandstorm.
  • Poison Heal Hidden If poisoned or badly poisoned, the Pokémon has 1/8 of its max HP restored at the end of every turn instead of losing HP.

Stat Points

HP
75
ATK
95
DEF
125
Sp. Atk
45
Sp. Def
75
SPE
95

Weakness and Resistance

4x ★ Extremely Effective
Ice
2x ⦿ Super Effective
Water
1x – Normal
Normal Fire Grass Flying Psychic Rock Ghost Dragon Dark Steel Fairy
0.5x △ Resists
Fighting Poison Bug
0x × Immune
Electric Ground

Learnable Moves (75)

Name Type Category Power PP Description
Acrobatics physical 55 16 This move's power is doubled if the user isn't holding an item.
Aerial Ace physical 60 20 This move never misses.
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Assurance physical 60 12 This move's power is doubled if the target has already taken damage during the turn this move is used.
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.
Baton Pass status - 20 The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in.
Breaking Swipe physical 60 16 Lowers targets' Attack stats by 1 stage.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Brutal Swing physical 60 20 —
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.
Crabhammer physical 100 12 This move has a 1-stage Critical-Hit Ratio Boost.
Cross Poison physical 70 20 Has a 10% chance of poisoning the target. This move has a 1-stage Critical-Hit Ratio Boost.
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.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Dual Wingbeat physical 40 12 The user attacks twice in a row.
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.
Feint physical 30 12 This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Fire Fang physical 65 16 Has a 10% chance of burning the target and a 10% chance of making the target flinch.
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.
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.
Gunk Shot physical 120 8 Has a 30% chance of poisoning the target.
High Horsepower physical 95 12 —
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 Fang physical 65 16 Has a 10% chance of freezing the target and a 10% 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.
Knock Off physical 65 20 This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Lunge physical 80 16 Lowers the target's Attack 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.
Night Slash physical 70 20 This move has a 1 stage Critical-Hit Ratio Boost.
Payback physical 50 12 This move's power is double if the user attacks after the target.
Pin Missile physical 25 20 The user attacks 2 to 5 times in a row.
Poison Jab physical 80 20 Has a 30% chance of poisoning the target.
Power Whip physical 120 12 —
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.
Psychic Fangs physical 85 12 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target's side.
Quick Attack physical 40 20 —
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.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
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.
Sand Tomb 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.
Sandstorm status - 8 Summons a sandstorm for 5 turns.
Scale Shot physical 25 20 The user attacks 2 to 5 times in a row. This move lowers the user's Defense stat by 1 stage and boosts its Speed stat by 1 stage.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Screech status - 20 Lowers the target's Defense stat by 2 stages.
Skitter Smack physical 70 12 Lowers the target's Sp. Atk 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.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Spikes status - 20 Gives the opponent's side the Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will take damage equal to 1/8 of their max HP and will increase with each instance up to three times.
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 Wing physical 70 20 Has a 10% chance of boosting the user's Defense stat by 1 stage.
Stone Edge physical 100 8 This move has a 1-stage Critical-Hit Ratio Boost.
Struggle Bug special 50 12 Lowers targets' Sp. Atk stats by 1 stage.
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.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Tailwind status - 16 Gives the user's side the Tailwind status, where the Pokémon's Speed stat is doubled, for 4 turns.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Throat Chop physical 80 16 Gives the target the Throat Chopped status, where the Pokémon cannot use any sound-based moves for 2 turns.
Thunder Fang physical 65 16 Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Toxic status - 12 Badly poisons the target. If the user is a Poison type, this move will never miss.
Toxic Spikes status - 20 Gives the opponent's side the Toxic Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will be poisoned or badly poisoned if there are two instances.
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.
X-Scissor physical 80 16 —