Hippowdon

Hippowdon

Rank #144Ground

HP
183
Atk
132
Def
138
SpA
88
SpD
92
Spe
67
Total700

Usage Format

Hippowdon Abilities

Hippowdon Type Effectiveness

Weak to

Water2×Grass2×Ice2×

Resistant to

Poison½×Rock½×

Immune to

Electric0×

Damaged normally by

Normal1×Fighting1×Flying1×Ground1×Bug1×Ghost1×Steel1×Fire1×Psychic1×Dragon1×Dark1×Fairy1×

Hippowdon Moves

Usage Move Type Category Target Power Acc PP Prio Description
57.5%YawnNormalStatusSingle—∞120Makes the target drowsy. This move never misses.
47.4%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.
44.3%EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
42.9%High HorsepowerGroundPhysicalSingle9595120—
35.5%Slack OffNormalStatusSelf—∞80Restores 1/2 of the user’s max HP.
35.3%Stealth RockRockStatusFoe Side—∞200Gives the opponent’s side the Stealth Rock status.
21.3%WhirlwindNormalStatusSingle—∞20-6If 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.
21%Rock SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
15.6%Ice FangIcePhysicalSingle6595160Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
9.7%Rock TombRockPhysicalSingle6095160Lowers the target’s Speed stat by 1 stage.
—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.
—BiteDarkPhysicalSingle60100200Has a 30% chance of making the target flinch.
—RoarNormalStatusSingle—∞20-6If 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 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.
—AmnesiaPsychicStatusSelf—∞200Boosts the user’s Sp. Def stat by 2 stages.
—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.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—CurseGhostStatusVaries—∞120The user loses 1/2 of its max HP to give the target the Cursed status.
—Mud-SlapGroundSpecialSingle20100120Lowers the target’s accuracy by 1 stage.
—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.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—CrunchDarkPhysicalSingle80100160Has a 20% chance of lowering the target’s Defense stat by 1 stage.
—StockpileNormalStatusSelf—∞200Boosts the user’s Defense and Sp. Def stats by 1 stage. Raises the user’s Stockpiling level by 1. Can be used up to 3 times.
—Spit UpNormalSpecialSingle—100120The higher the user’s Stockpiling level, the greater this move’s power (ranging between 100 and 300). This move fails unless the user has the Stockpiling status.
—SwallowNormalStatusSelf—∞120The higher the user’s Stockpiling level, the more HP the user restores. Level 1: 1/4 of the user’s max HP is restored. Level 2: 1/2 of the user’s max HP is restored. Level 3: The user’s HP is fully restored. This move fails unless the user has the Stockpiling status.
—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.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—SuperpowerFightingPhysicalSingle12010080Lowers the user’s Attack and Defense stats by 1 stage.
—Hyper VoiceNormalSpecialAll Foes90100120—
—Sand TombGroundPhysicalSingle3585160Gives the target the Bound status.
—Muddy WaterWaterSpecialAll Foes9085120Has a 30% chance of lowering targets’ accuracy by 1 stage.
—Mud ShotGroundSpecialSingle5595160Lowers the target’s Speed stat by 1 stage.
—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.
—Thunder FangElectricPhysicalSingle6595160Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
—Fire FangFirePhysicalSingle6595160Has a 10% chance of burning the target and a 10% chance of making the target flinch.
—Iron HeadSteelPhysicalSingle80100160Has a 20% chance of making the target flinch.
—Stone EdgeRockPhysicalSingle1008080This move has a 1-stage Critical-Hit Ratio Boost.
—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.
—RoundNormalSpecialSingle60100160If 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.
—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.
—Body PressFightingPhysicalSingle80100120The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat.
—Scorching SandsGroundSpecialSingle70100120Has a 30% chance of burning the target. Cures the user and target of being frozen.
—Hard PressSteelPhysicalSingle—100120The more HP the target has left, the greater this move’s power (ranging between 1 and 100).