#0844
Sandaconda

Sandaconda

Ground

Abilities

  • Sand Spit Summons a sandstorm for 5 turns when the Pokémon takes damage from moves.
  • Shed Skin The Pokémon has a 30% chance of curing its own status conditions at the end of every turn.
  • Sand Veil Hidden Boosts the Pokémon's evasiveness by 25% in a sandstorm.

Stat Points

HP
72
ATK
107
DEF
125
Sp. Atk
65
Sp. Def
70
SPE
71

Weakness and Resistance

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

Learnable Moves (48)

Name Type Category Power PP Description
Belch special 120 12 This move fails unless the userhas eaten a Berry during the battle.
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.
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.
Coil status - 20 Boosts the user's Attack and Defense stats as well as its accuracy 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.
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.
Drill Run physical 80 12 This move has a 1-stage Critical-Hit Ratio Boost.
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.
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 Fang physical 65 16 Has a 10% chance of burning the target and a 10% chance of making the target flinch.
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.
Glare status - 20 Paralyzes the target.
High Horsepower physical 95 12 —
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.
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.
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.
Last Resort physical 140 8 This move fails unless the user has already used all the other moves it knows.
Minimize status - 12 Boosts the user's evasiveness by 2 stages. The user gains the Minimized status, where moves such as Supercell Slam, Body Slam, Dragon Rush, Flying Press, Heat Crash, and Heavy Slam will not miss the Pokémon and will deal double damage.
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.
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.
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 Blast physical 25 12 The user attacks 2 to 5 times in a row.
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.
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.
Scorching Sands special 70 12 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.
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.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
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.
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.
Thunder Fang physical 65 16 Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Wrap 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.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.