#0389
Torterra

Torterra

Grass Ground

Abilities

  • Overgrow Boosts the power of the Pokémon's Grass-type moves by 50% when its HP drops to 1/3 or less of its max.
  • Shell Armor Hidden Attacks landed on the Pokémon will never be critical hits.

Stat Points

HP
95
ATK
109
DEF
105
Sp. Atk
75
Sp. Def
85
SPE
56

Weakness and Resistance

4x ★ Extremely Effective
Ice
2x ⦿ Super Effective
Fire Flying Bug
1x – Normal
Normal Water Grass Fighting Poison Psychic Ghost Dragon Dark Steel Fairy
0.5x △ Resists
Ground Rock
0.25x ▼ Mostly Ineffective
Electric

Learnable Moves (70)

Name Type Category Power PP Description
Amnesia status - 20 Boosts the user's Sp. Def stat by 2 stages.
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.
Bite physical 60 20 Has a 30% chance of making the target flinch.
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.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Bullet Seed physical 25 20 The user attacks 2 to 5 times in a row.
Crunch physical 80 16 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
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.
Energy Ball special 90 l Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
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.
Frenzy Plant 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.
Giga Drain special 75 12 The user's HP is restored by 1/2 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.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Grassy Glide physical 55 20 If the user is under the effect of Grassy Terrain, this move’s priority becomes +1.
Growth status - 20 Boosts the user's Attack and Sp. Atk stats by 1 stage. In harsh sunlight, these stats will be boosted by 2 stages instead.
Hard Press physical - 12 The more HP the target has left, the greater this move's power (ranging between 1 and 100).
Headlong Rush physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Heavy Slam 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.
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.
Hyper Voice special 90 12 —
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.
Leaf Storm special 130 8 Lowers the user's Sp. Atk stat by 2 stages.
Leech Seed status - 12 Gives the target the Leech Seeded status, where Pokémon takes damage equal to 1/16 of its max HP at the end of every turn. Whichever Pokémon is in the spot of the Pokémon that caused the status has its HP restored by the same amount.
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
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.
Reflect status - 20 Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
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.
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.
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 —
Shell Smash status - 16 Lowers the user's Defense and Sp. Def stats by 1 stage and boosts its Attack, Sp. Atk, and Speed stats 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.
Smack Down physical 50 16 If the target is off the ground, it gains the Landed status, where the Pokémon is now grounded and can be affected by Ground-type moves. This move can hit a target that has the Sky-High status.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
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.
Spit Up special - 12 The higher the user's Stockpiling level, the greater this move's power (ranging between 100 and 300). This move fails unless the user has the Stockpiling status.
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.
Stockpile status - 20 Boosts the user's Defense and Sp. Def stats by 1 stage. Raises the user's Stockpiling level by 1. Can be used up to 3 times.
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.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Superpower physical 120 8 Lowers the user's Attack and Defense stats by 1 stage.
Swallow status - 12 The higher the user's Stockpiling level, the more HP the user restores. Level 1: 1/4 of the user's max HP is restored. Level 2: 1/2 of the user's max HP is restored. Level 3: The user's HP is fully restored. This move fails unless the user has the Stockpiling status.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Synthesis status - 8 Restores 1/2 of the user's max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead.
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.
Tickle status - 20 Lowers the target's Attack and Defense stats by 1 stage.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Wide Guard status - 12 During the turn this move is used, the user protects its side from moves that target all allies.
Wood Hammer physical 120 16 The user takes 1/3 of the damage dealt by this move.
Worry Seed status - 12 Changes the target's Ability to Insomnia.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.