Mabosstiff

Mabosstiff

Rank #203Dark

HP
155
Atk
140
Def
110
SpA
80
SpD
90
Spe
105
Total680

Usage Format

Mabosstiff Abilities

Mabosstiff Type Effectiveness

Weak to

Fighting2×Bug2×Fairy2×

Resistant to

Ghost½×Dark½×

Immune to

Psychic0×

Damaged normally by

Normal1×Flying1×Poison1×Ground1×Rock1×Steel1×Fire1×Water1×Grass1×Electric1×Ice1×Dragon1×

Mabosstiff Moves

Usage Move Type Category Target Power Acc PP Prio Description
78.2%Jaw LockDarkPhysicalSingle80100120The user and target gain the Jaw Locked status.
54%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.
50.8%Psychic FangsPsychicPhysicalSingle85100120Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
39.5%Play RoughFairyPhysicalSingle9090120Has a 10% chance of lowering the target’s Attack stat by 1 stage.
25.5%Ice FangIcePhysicalSingle6595160Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
21.4%Destiny BondGhostStatusSelf—∞80The user gains the Destiny Bound status. This move fails if used in succession.
18.2%CrunchDarkPhysicalSingle80100160Has a 20% chance of lowering the target’s Defense stat by 1 stage.
15.8%ComeuppanceDarkPhysicalVaries—100120The user retaliates to deal 150% of the damage it took from an opponent’s move during the turn this move is used.
13.9%Fire FangFirePhysicalSingle6595160Has a 10% chance of burning the target and a 10% chance of making the target flinch.
13%Wild ChargeElectricPhysicalSingle90100160The user takes 1/4 of the damage dealt by this move.
—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.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—Focus EnergyNormalStatusSelf—∞200The user gains a 2-stage Critical-Hit Ratio Boost.
—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.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—CurseGhostStatusVaries—∞120The user loses 1/2 of its max HP to give the target the Cursed status.
—ReversalFightingPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—SpiteGhostStatusSingle—100120Removes 4 PP from the move last used by the target.
—Scary FaceNormalStatusSingle—100120Lowers the target’s Speed stat by 2 stages.
—OutrageDragonPhysicalRandom120100120The user gains the Rampaging status.
—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.
—SwaggerNormalStatusSingle—85160Boosts the target’s Attack stat by 2 stages and confuses it.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Pain SplitNormalStatusSingle—∞200The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—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.
—TauntDarkStatusSingle—100200Gives the target the Taunted status.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—EndeavorNormalPhysicalSingle—10080Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s.
—Hyper VoiceNormalSpecialAll Foes90100120—
—Fake TearsDarkStatusSingle—100200Lowers the target’s Sp. Def stat by 2 stages.
—PaybackDarkPhysicalSingle50100120This move’s power is doubled if the user attacks after the target.
—Dark PulseDarkSpecialSingle80100160Has a 20% chance of making the target flinch.
—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.
—SnarlDarkSpecialAll Foes5595160Lowers targets’ Sp. Atk stats by 1 stage.
—Lash OutDarkPhysicalSingle7510080This move’s power is doubled if the user’s stats were lowered during the turn this move is used.
—TrailblazeGrassPhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.