#0130
Gyarados

Gyarados

Water Flying

Abilities

  • Intimidate When the Pokémon enters a battle, it lowers the Attack stats of opponents by 1 stage.
  • Moxie Hidden When the Pokémon knocks out a target with an attack, its Attack stat is boosted by 1 stage.

Stat Points

HP
95
ATK
125
DEF
79
Sp. Atk
60
Sp. Def
100
SPE
81

Weakness and Resistance

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

Learnable Moves (66)

Name Type Category Power PP Description
Aqua Tail physical 90 12 —
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 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.
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.
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.
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 Cheer status - 16 Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost.
Dragon Dance status - 20 Boosts the user's Attack and Speed stats by 1 stage.
Dragon Pulse special 85 12 —
Dragon Rush physical 100 12 Has a 20% chance of making the target flinch. If the target has the Minimized status, this move's power is doubled and it will be sure to hit.
Dragon Tail physical 60 12 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.
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.
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.
Fire Blast special 110 8 Has a 10% chance of burning the target.
Flail physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
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.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hurricane special 110 12 Has a 30% chance of confusing the target. This move never misses in rain and can hit a target that has the Sky-High status.
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 Fang physical 65 16 Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
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.
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.
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.
Payback physical 50 12 This move's power is double if the user attacks after 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.
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.
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.
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.
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.
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.
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.
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.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
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.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Temper Flare 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.
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.
Thunder special 110 12 Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Thunder Wave status - 20 Paralyzes the target.
Thunderbolt special 90 16 Has a 10% chance of paralyzing 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.
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.
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.