#0697
Tyrantrum

Tyrantrum

Rock Dragon

Abilities

  • Strong Jaw Boosts the power of the Pokémon's biting moves by 50%.
  • Rock Head Hidden The Pokémon will not lose HP due to recoil damage from its moves.

Stat Points

HP
82
ATK
121
DEF
119
Sp. Atk
69
Sp. Def
59
SPE
71

Weakness and Resistance

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

Learnable Moves (64)

Name Type Category Power PP Description
Ancient Power special 60 8 Has a 10% chance of boosting the user's Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage.
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.
Bite physical 60 20 Has a 30% chance of making the target flinch.
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.
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.
Charm status - 20 Lowers the target's Attack stat by 2 stages.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
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.
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.
Draco Meteor special 130 8 Lowers the user's Sp. Atk stat by 2 stages.
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 Claw physical 80 16 —
Dragon Dance status - 20 Boosts the user's Attack and Speed stats by 1 stage.
Dragon Pulse special 85 12 —
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.
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.
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.
Head Smash physical 150 8 The user takes 1/2 of the damage dealt by this move.
High Horsepower physical 95 12 —
Horn Drill physical - 8 Knocks out the target. The accuracy of this move is fixed at 30%.
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 —
Ice Fang physical 65 16 Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
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.
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.
Meteor 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. The user's Sp. Atk stat is boosted by 1 stage on the turn this move is used.
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.
Play Rough physical 90 12 Has a 10% chance of lowering the target's Attack stat by 1 stage.
Poison Fang physical 50 16 Has a 50% chance of badly poisoning the target.
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.
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 Polish status - 20 Boosts the user's Speed stat by 2 stages.
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.
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.
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.
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.
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 Fang physical 65 16 Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.