Archaludon
Rank #14![]()
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HP
165
Atk
125
Def
150
SpA
145
SpD
85
Spe
105
Total775
Usage Format
Archaludon Abilities
Stamina94.2%
When the Pokemon takes damage from a move, its Defense stat is boosted by 1 stage.
Sturdy4.6%
If the Pokemon has full HP and takes damage from a move that would knock it out in one hit, it will endure the hit with 1 HP. The Pokemon is also immune to one-hit KO moves.
Stalwart1.1%
The Pokemon ignores the effects of Abilities and moves that draw in moves.
Archaludon Type Effectiveness
Weak to
Resistant to
Immune to
Damaged normally by
Archaludon Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 93% | Electro Shot | 130 | 100 | 12 | 0 | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In rain, the user does not gain the Charging status and can attack immediately. The user’s Sp. Atk stat is boosted by 1 stage on the turn this move is used. | ||
| 91.9% | Flash Cannon | 80 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| 89.1% | Protect | — | ∞ | 8 | +4 | 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. | ||
| 71.4% | Dragon Pulse | 85 | 100 | 12 | 0 | — | ||
| 19.2% | Draco Meteor | 130 | 90 | 8 | 0 | Lowers the user’s Sp. Atk stat by 2 stages. | ||
| 16.9% | Aura Sphere | 80 | ∞ | 20 | 0 | This move never misses. | ||
| 4.8% | Thunderbolt | 90 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| 3.5% | Snarl | 55 | 95 | 16 | 0 | Lowers targets’ Sp. Atk stats by 1 stage. | ||
| 1.7% | Dark Pulse | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| 1.4% | Steel Beam | 140 | 95 | 8 | 0 | After attacking, the user takes damage equal to 1/2 of its max HP. | ||
| — | Swords Dance | — | ∞ | 20 | 0 | Boosts the user’s Attack stat by 2 stages. | ||
| — | Body Slam | 85 | 100 | 16 | 0 | 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. | ||
| — | Double-Edge | 120 | 100 | 16 | 0 | The user takes 1/3 of the damage dealt by this move. | ||
| — | Roar | — | ∞ | 20 | -6 | If there are other Pokemon 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 Pokemon at random. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Solar Beam | 120 | 100 | 12 | 0 | The user gains the Charging status 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. | ||
| — | Thunder Wave | — | 90 | 20 | 0 | Paralyzes the target. | ||
| — | Thunder | 110 | 70 | 12 | 0 | 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. | ||
| — | Earthquake | 100 | 100 | 12 | 0 | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Light Screen | — | ∞ | 20 | 0 | Gives the user’s side the Light Screen status for 5 turns. | ||
| — | Reflect | — | ∞ | 20 | 0 | Gives the user’s side the Reflect status for 5 turns. | ||
| — | Focus Energy | — | ∞ | 20 | 0 | The user gains a 2-stage Critical-Hit Ratio Boost. | ||
| — | Rest | — | ∞ | 8 | 0 | 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. | ||
| — | Rock Slide | 75 | 90 | 12 | 0 | Has a 30% chance of making targets flinch. | ||
| — | Substitute | — | ∞ | 12 | 0 | 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. | ||
| — | Scary Face | — | 100 | 12 | 0 | Lowers the target’s Speed stat by 2 stages. | ||
| — | Outrage | 120 | 100 | 12 | 0 | The user gains the Rampaging status. | ||
| — | Endure | — | ∞ | 12 | +4 | 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. | ||
| — | Sleep Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Mirror Coat | — | 100 | 20 | -5 | The user retaliates to deal double the damage it took from an opponent’s special move during the turn this move is used. | ||
| — | Facade | 70 | 100 | 20 | 0 | 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. | ||
| — | Brick Break | 75 | 100 | 16 | 0 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | ||
| — | Rock Tomb | 60 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Metal Sound | — | 85 | 20 | 0 | Lowers the target’s Sp. Def stat by 2 stages. | ||
| — | Iron Defense | — | ∞ | 16 | 0 | Boosts the user’s Defense stat by 2 stages. | ||
| — | Dragon Claw | 80 | 100 | 16 | 0 | — | ||
| — | Gyro Ball | — | 100 | 8 | 0 | The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150). | ||
| — | Metal Burst | — | 100 | 12 | 0 | The user retaliates to deal 150% of the damage it took from an opponent’s move during the turn this move is used. | ||
| — | Night Slash | 70 | 100 | 20 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Iron Head | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Stone Edge | 100 | 80 | 8 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Stealth Rock | — | ∞ | 20 | 0 | Gives the opponent’s side the Stealth Rock status. | ||
| — | Smack Down | 50 | 100 | 16 | 0 | If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status. | ||
| — | Heavy Slam | — | 100 | 12 | 0 | 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. | ||
| — | Foul Play | 95 | 100 | 16 | 0 | The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat. | ||
| — | Dragon Tail | 60 | 90 | 12 | -6 | If there are other Pokemon 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 Pokemon at random. | ||
| — | Breaking Swipe | 60 | 100 | 16 | 0 | Lowers targets’ Attack stats by 1 stage. | ||
| — | Meteor Beam | 120 | 90 | 12 | 0 | The user gains the Charging status 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. | ||
| — | Hard Press | — | 100 | 12 | 0 | The more HP the target has left, the greater this move’s power (ranging between 1 and 100). | ||
| — | Dragon Cheer | — | ∞ | 16 | 0 | Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost. |