Garganacl

Garganacl

Rank #197Rock

HP
175
Atk
120
Def
150
SpA
65
SpD
110
Spe
55
Total675

Usage Format

Garganacl Abilities

Garganacl Type Effectiveness

Weak to

Fighting2×Ground2×Steel2×Water2×Grass2×

Resistant to

Normal½×Flying½×Poison½×Fire½×

Immune to

—

Damaged normally by

Rock1×Bug1×Ghost1×Electric1×Psychic1×Ice1×Dragon1×Dark1×Fairy1×

Garganacl Moves

Usage Move Type Category Target Power Acc PP Prio Description
79.1%Salt CureRockPhysicalSingle40100160Gives the target the Salt Cured status.
56.4%Wide GuardRockStatusOwn Side—∞12+3During the turn this move is used, the user protects its side from moves that target all allies.
56%RecoverNormalStatusSelf—∞80Restores 1/2 of the user’s max HP.
38.9%Body PressFightingPhysicalSingle80100120The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat.
36.3%ProtectNormalStatusSelf—∞8+4The 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.
23.8%Rock SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
21.3%Iron DefenseSteelStatusSelf—∞160Boosts the user’s Defense stat by 2 stages.
8.8%Stealth RockRockStatusFoe Side—∞200Gives the opponent’s side the Stealth Rock status.
8.5%ExplosionNormalPhysicalAll25010080The user faints upon using this move.
6.3%EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
—Fire PunchFirePhysicalSingle75100160Has a 10% chance of burning the target.
—Ice PunchIcePhysicalSingle75100160Has a 10% chance of freezing the target.
—Thunder PunchElectricPhysicalSingle75100160Has a 10% chance of paralyzing the target.
—Body SlamNormalPhysicalSingle85100160Has 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-EdgeNormalPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—FissureGroundPhysicalSingle—3080Knocks out the target. The accuracy of this move is fixed at 30%.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—RestPsychicStatusSelf—∞80Fully 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.
—SubstituteNormalStatusSelf—∞120The 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. Sound-based moves will hit the user through the substitute.
—CurseGhostStatusVaries—∞120The user loses 1/2 of its max HP to give the target the Cursed status.
—SandstormRockStatusField—∞80Summons a sandstorm for 5 turns.
—EndureNormalStatusSelf—∞12+4During 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 TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Dynamic PunchFightingPhysicalSingle1005080Confuses the target.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—Ancient PowerRockSpecialSingle6010080Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage.
—FacadeNormalPhysicalSingle70100200This 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.
—Focus PunchFightingPhysicalSingle15010020-3This move fails if the user has already taken damage from a move in the same turn.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—Brick BreakFightingPhysicalSingle75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—Rock TombRockPhysicalSingle6095160Lowers the target’s Speed stat by 1 stage.
—BlockNormalStatusSingle—∞80Gives the target the Can’t Escape status.
—Mud ShotGroundSpecialSingle5595160Lowers the target’s Speed stat by 1 stage.
—Rock BlastRockPhysicalSingle2590120The user attacks 2 to 5 times in a row.
—GravityPsychicStatusField—∞80Gives the entire field the Gravity status for 5 turns.
—Hammer ArmFightingPhysicalSingle10090120Lowers the user’s Speed stat by 1 stage.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Rock PolishRockStatusSelf—∞200Boosts the user’s Speed stat by 2 stages.
—Power GemRockSpecialSingle80100200—
—Earth PowerGroundSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—AvalancheIcePhysicalSingle6010012-4This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn.
—Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
—Flash CannonSteelSpecialSingle80100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Iron HeadSteelPhysicalSingle80100160Has a 20% chance of making the target flinch.
—Stone EdgeRockPhysicalSingle1008080This move has a 1-stage Critical-Hit Ratio Boost.
—Smack DownRockPhysicalSingle50100160If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status.
—Heavy SlamSteelPhysicalSingle—100120The 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.
—BulldozeGroundPhysicalAll60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
—Stomping TantrumGroundPhysicalSingle75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
—Meteor BeamRockSpecialSingle12090120The 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 PressSteelPhysicalSingle—100120The more HP the target has left, the greater this move’s power (ranging between 1 and 100).