Avalugg
Rank #204![]()
HP
170
Atk
137
Def
204
SpA
64
SpD
66
Spe
48
Total689
Usage Format
Avalugg Abilities
Own Tempo14.9%
The Pokemon cannot become confused and is unaffected by Intimidate.
Ice Body13.1%
The Pokemon has 1/16 of its max HP restored at the end of every turn in snow.
Sturdy72%
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.
All Avalugg Forms
| Name | Type | HP | Atk | Def | SpA | SpD | Spe | Total | Wt |
|---|
| 170 | 137 | 204 | 64 | 66 | 48 | 689 | 505 | ||
| 170 | 147 | 204 | 54 | 56 | 58 | 689 | 262.4 |
Avalugg Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Avalugg Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 81.8% | Body Press | 80 | 100 | 12 | 0 | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. | ||
| 67% | Wide Guard | — | ∞ | 12 | +3 | During the turn this move is used, the user protects its side from moves that target all allies. | ||
| 32.4% | Ice Spinner | 80 | 100 | 16 | 0 | Removes any terrain. | ||
| 30% | Crunch | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Defense stat by 1 stage. | ||
| 22.9% | Iron Defense | — | ∞ | 16 | 0 | Boosts the user’s Defense stat by 2 stages. | ||
| 18.8% | Recover | — | ∞ | 8 | 0 | Restores 1/2 of the user’s max HP. | ||
| 17.8% | Icicle Crash | 85 | 90 | 12 | 0 | Has a 30% chance of making the target flinch. | ||
| 15% | 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. | ||
| 14.8% | 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. | ||
| 14.2% | 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. | ||
| — | 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. | ||
| — | Bite | 60 | 100 | 20 | 0 | Has a 30% chance of making the target flinch. | ||
| — | Hydro Pump | 110 | 80 | 8 | 0 | — | ||
| — | Surf | 90 | 100 | 16 | 0 | This move’s power is doubled against targets that have the Submerged status. | ||
| — | Ice Beam | 90 | 100 | 12 | 0 | Has a 10% chance of freezing the target. | ||
| — | Blizzard | 110 | 70 | 8 | 0 | Has a 10% chance of freezing targets. This move never misses in snow. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | 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. | ||
| — | 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. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Curse | — | ∞ | 12 | 0 | The user loses 1/2 of its max HP to give the target the Cursed status. | ||
| — | Scary Face | — | 100 | 12 | 0 | Lowers the target’s Speed stat by 2 stages. | ||
| — | Icy Wind | 55 | 95 | 16 | 0 | Lowers targets’ Speed stats by 1 stage. | ||
| — | 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. | ||
| — | Rapid Spin | 50 | 100 | 20 | 0 | Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web, Stealth Rock, Spikes, and Toxic Spikes statuses from the user’s side. Boosts the user’s Speed stat by 1 stage. | ||
| — | Rain Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | 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. | ||
| — | Superpower | 120 | 100 | 8 | 0 | Lowers the user’s Attack and Defense stats by 1 stage. | ||
| — | Rock Tomb | 60 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Icicle Spear | 25 | 100 | 20 | 0 | The user attacks 2 to 5 times in a row. | ||
| — | 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). | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Avalanche | 60 | 100 | 12 | -4 | This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn. | ||
| — | Ice Fang | 65 | 95 | 16 | 0 | Has a 10% chance of freezing the target and a 10% chance of making the target flinch. | ||
| — | Flash Cannon | 80 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | 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. | ||
| — | Round | 60 | 100 | 16 | 0 | If multiple Pokemon 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. | ||
| — | Bulldoze | 60 | 100 | 20 | 0 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Frost Breath | 60 | 90 | 12 | 0 | Always a critical hit. | ||
| — | High Horsepower | 95 | 95 | 12 | 0 | — | ||
| — | Aurora Veil | — | ∞ | 20 | 0 | Gives the user’s side the Aurora Veil status for 5 turns. This move can be used only in snow. | ||
| — | Stomping Tantrum | 75 | 100 | 12 | 0 | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. | ||
| — | Snowscape | — | ∞ | 8 | 0 | Summons snow for 5 turns. | ||
| — | Chilling Water | 50 | 100 | 20 | 0 | Lowers the target’s Attack stat by 1 stage. |