#0911
Skeledirge

Skeledirge

Fire Ghost

Abilities

  • Blaze Boosts the power of the Pokémon's Fire-type moves by 50% when its HP drops to 1/3 or less of its max.
  • Unaware Hidden The Pokémon ignores the target's stat changes when attacking, and ignores the attacker's stat changes when being attacked. It cannot ignore changes to the Speed stat, however.

Stat Points

HP
104
ATK
75
DEF
100
Sp. Atk
110
Sp. Def
75
SPE
66

Weakness and Resistance

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

Learnable Moves (56)

Name Type Category Power PP Description
Alluring Voice special 80 12 Confuses the target if its stats were boosted during the turn this move is used.
Belch special 120 12 This move fails unless the userhas eaten a Berry during the battle.
Bite physical 60 20 Has a 30% chance of making the target flinch.
Blast Burn 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.
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.
Burn Up special 130 8 The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type.
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.
Encore status - 8 Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status.
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.
Fire Fang physical 65 16 Has a 10% chance of burning the target and a 10% chance of making the target flinch.
Fire Spin 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.
Flame Charge physical 50 20 Boosts the user's Speed stat by 1 stage.
Flamethrower special 90 16 Has a 10% chance of burning the target.
Flare Blitz physical 120 16 Has a 10% chance of burning the target. Cures the user of being frozen. The user also takes 1/3 of the damage dealt by this move.
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.
Heat Crash physical - 12 The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120). If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Heat Wave special 95 12 Has a 10% chance of burning targets.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hex special 65 12 This move's power is doubled ifthe target has a status condition.
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.
Hyper Voice special 90 12 —
Imprison status - 12 The user gains the Sealing Off status, where any moves known by the Pokémon that caused this status cannot be used by its opponents.
Mud-Slap special 20 12 Lowers the target's Accuracy stat by 1 stage.
Night Shade special - 16 Deals 50 HP of damage.
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.
Overheat special 130 8 Lowers the user's Sp. Atk stat by 2 stages.
Poltergeist physical 110 8 This move fails if the target isn't holding an item
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.
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.
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.
Seed Bomb physical 80 16 —
Shadow Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Shadow Claw physical 70 16 This move has a 1-stage Critical-Hit Ratio Boost.
Sing status - 16 Puts the target to sleep.
Slack Off status - 8 Restores 1/2 of the user's max HP.
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.
Snarl special 55 16 Lowers targets' Sp. Atk stats by 1 stage.
Solar Beam special 120 12 The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
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.
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.
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.
Thunder Fang physical 65 16 Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Torch Song special 80 12 Boosts the user's Sp. Atk stat by 1 stage.
Will-O-Wisp status - 16 Burns the target.
Yawn status - 12 Makes the target drowsy. This move never misses.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.