#0505
Watchog

Watchog

Normal

Abilities

  • Illuminate The Pokémon ignores changes to targets' evasiveness and its accuracy cannot be lowered.
  • Keen Eye The Pokémon ignores changes to targets' evasiveness and its accuracy cannot be lowered.
  • Analytic Hidden Boosts the power of the Pokémon's moves by 30% when the Pokémon is the last to move that turn.

Stat Points

HP
60
ATK
85
DEF
69
Sp. Atk
60
Sp. Def
69
SPE
77

Weakness and Resistance

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

Learnable Moves (52)

Name Type Category Power PP Description
After You status - 16 Makes the target move immediately after the user.
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.
Baton Pass status - 20 The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in.
Bite physical 60 20 Has a 30% chance of making the target flinch.
Bullet Seed physical 25 20 The user attacks 2 to 5 times in a row.
Confuse Ray status - 12 Confuses the target.
Crunch physical 80 16 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Detect 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.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
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 Punch physical 75 16 Has a 10% chance of burning the target.
Flamethrower special 90 16 Has a 10% chance of burning the target.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Energy status - 20 The user gains a 2-stage Critical-Hit Ratio Boost.
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).
Gunk Shot physical 120 8 Has a 30% chance of poisoning the target.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
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.
Hypnosis status - 20 Puts the target to sleep.
Ice Punch physical 75 16 Has a 10% chance of freezing the target.
Iron Tail physical 100 16 Has a 30% chance of lowering the target's Defense stat by 1 stage.
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.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Mean Look status - 8 Gives the target the Can't Escape status, where the Pokémon cannot be switched out.
Mud Shot special 55 16 Lowers the target's Speed stat by 1 stage.
Nasty Plot status - 20 Boosts the user's Sp. Atk stat by 2 stages.
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.
Psych Up status - 12 The user copies the target's stat changes.
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.
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.
Screech status - 20 Lowers the target's Defense stat by 2 stages.
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.
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.
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.
Super Fang physical - 12 Deals damage to the target equal to 1/2 of its remaining HP. Deals 1 HP of damage to a target that has only 1 HP left.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
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 Punch physical 75 16 Has a 10% chance of paralyzing the target.
Thunder Wave status - 20 Paralyzes the target.
Thunderbolt special 90 16 Has a 10% chance of paralyzing the target.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.