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Stantler

Types :

Normal

Egg Groups :

Field

Abilities :

Intimidate:

When the Pokémon enters a battle, it intimidates opposing Pokémon and makes them cower, lowering their Attack stats.

Frisk:

When it enters a battle, the Pokémon can check an opposing Pokémon’s held item.

Sap Sipper:

The Pokémon takes no damage when hit by Grass-type moves. Instead, its Attack stat is boosted.

Base :

#MovesTypeCategoryPowerAccuracyPPTargetPriorityDescription
1NormalStompNormalPhysical6510020normal030% chance to make the target flinch.
2FightingDouble KickFightingPhysical3010030normal0Hits 2 times in one turn.
3GroundSand AttackGroundStatus010015normal0Lowers the target's accuracy by 1.
4NormalTackleNormalPhysical4010035normal0No additional effect.
5NormalBody SlamNormalPhysical8510015normal030% chance to paralyze the target.
6NormalTake DownNormalPhysical908520normal0Has 1/4 recoil.
7NormalThrashNormalPhysical12010010randomNormal0Lasts 2-3 turns. Confuses the user afterwards.
8NormalDouble-EdgeNormalPhysical12010015normal0Has 33% recoil.
9NormalLeerNormalStatus010030allAdjacentFoes0Lowers the foe(s) Defense by 1.
10DarkBiteDarkPhysical6010025normal030% chance to make the target flinch.
11NormalDisableNormalStatus010020normal0For 4 turns, disables the target's last move used.
12PsychicPsybeamPsychicSpecial6510020normal010% chance to confuse the target.
13NormalHyper BeamNormalSpecial150905normal0User cannot move next turn.
14GrassSolar BeamGrassSpecial12010010normal0Charges turn 1. Hits turn 2. No charge in sunlight.
15ElectricThunderboltElectricSpecial9010015normal010% chance to paralyze the target.
16ElectricThunder WaveElectricStatus09020normal0Paralyzes the target.
17ElectricThunderElectricSpecial1107010normal030% chance to paralyze. Can't miss in rain.
18GroundEarthquakeGroundPhysical10010010allAdjacent0Hits adjacent Pokemon. Double damage on Dig.
19GroundDigGroundPhysical8010010normal0Digs underground turn 1, strikes turn 2.
20PsychicPsychicPsychicSpecial9010010normal010% chance to lower the target's Sp. Def by 1.
21PsychicHypnosisPsychicStatus06020normal0Causes the target to fall asleep.
22PsychicAgilityPsychicStatus030self0Raises the user's Speed by 2.
23GhostConfuse RayGhostStatus010010normal0Confuses the target.
24PsychicLight ScreenPsychicStatus030allySide0For 5 turns, special damage to allies is halved.
25PsychicReflectPsychicStatus020allySide0For 5 turns, physical damage to allies is halved.
26NormalSwiftNormalSpecial6020allAdjacentFoes0This move does not check accuracy. Hits foes.
27PsychicRestPsychicStatus05self0User sleeps 2 turns and restores HP and status.
28NormalSubstituteNormalStatus010self0User takes 1/4 its max HP to put in a substitute.
29DarkThiefDarkPhysical6010025normal0If the user has no item, it steals the target's.
30GhostSpiteGhostStatus010010normal0Lowers the PP of the target's last move by 4.
31NormalProtectNormalStatus010self4Prevents moves from affecting the user this turn.
32NormalScary FaceNormalStatus010010normal0Lowers the target's Speed by 2.
33NormalEndureNormalStatus010self4User survives attacks this turn with at least 1 HP.
34NormalSleep TalkNormalStatus010self0User must be asleep. Uses another known move.
35BugMegahornBugPhysical1208510normal0No additional effect.
36WaterRain DanceWaterStatus05all0For 5 turns, heavy rain powers Water moves.
37FireSunny DayFireStatus05all0For 5 turns, intense sunlight powers Fire moves.
38GhostShadow BallGhostSpecial8010015normal020% chance to lower the target's Sp. Def by 1.
39NormalFacadeNormalPhysical7010020normal0Power doubles if user is burn/poison/paralyzed.
40NormalHelping HandNormalStatus020adjacentAlly5One adjacent ally's move power is 1.5x this turn.
41PsychicTrickPsychicStatus010010normal0User switches its held item with the target's.
42PsychicRole PlayPsychicStatus010normal0User replaces its Ability with the target's.
43PsychicSkill SwapPsychicStatus010normal0The user and the target trade Abilities.
44PsychicImprisonPsychicStatus010self0No foe can use any move known by the user.
45GhostAstonishGhostPhysical3010015normal030% chance to make the target flinch.
46PsychicExtrasensoryPsychicSpecial8010020normal010% chance to make the target flinch.
47PsychicCalm MindPsychicStatus020self0Raises the user's Sp. Atk and Sp. Def by 1.
48GrassEnergy BallGrassSpecial9010010normal010% chance to lower the target's Sp. Def by 1.
49GroundEarth PowerGroundSpecial9010010normal010% chance to lower the target's Sp. Def by 1.
50NormalGiga ImpactNormalPhysical150905normal0User cannot move next turn.
51PsychicZen HeadbuttPsychicPhysical809015normal020% chance to make the target flinch.
52PsychicTrick RoomPsychicStatus05all-7Goes last. For 5 turns, turn order is reversed.
53ElectricCharge BeamElectricSpecial509010normal070% chance to raise the user's Sp. Atk by 1.
54PsychicPsyshockPsychicSpecial8010010normal0Damages target based on Defense, not Sp. Def.
55PsychicStored PowerPsychicSpecial2010010normal0 + 20 power for each of the user's stat boosts.
56GroundBulldozeGroundPhysical6010020allAdjacent0100% chance lower adjacent Pkmn Speed by 1.
57ElectricWild ChargeElectricPhysical9010015normal0Has 1/4 recoil.
58PsychicPsyshield BashPsychicPhysical709010normal0100% chance to raise the user's Defense by 1.
59NormalTera BlastNormalSpecial8010010normal0If Terastallized: Phys. if Atk > SpA & Type = Tera Type.
60GrassTrailblazeGrassPhysical5010020normal0100% chance to raise the user's Speed by 1.