Skeledirge

Skeledirge

Rank #124FireGhost

HP
179
Atk
95
Def
120
SpA
130
SpD
95
Spe
86
Total705

Usage Format

Skeledirge Abilities

Skeledirge Type Effectiveness

Weak to

Ground2×Rock2×Ghost2×Water2×Dark2×

Resistant to

Poison½×Steel½×Fire½×Grass½×Ice½×Fairy½×Bug¼×

Immune to

Normal0×Fighting0×

Damaged normally by

Flying1×Electric1×Psychic1×Dragon1×

Skeledirge Moves

Usage Move Type Category Target Power Acc PP Prio Description
95.9%Torch SongFireSpecialSingle80100120Boosts the user’s Sp. Atk stat by 1 stage.
75.6%Shadow BallGhostSpecialSingle80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
56.5%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.
40.1%Slack OffNormalStatusSelf—∞80Restores 1/2 of the user’s max HP.
29.6%Earth PowerGroundSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
22.6%Will-O-WispFireStatusSingle—85160Burns the target.
14.8%Heat WaveFireSpecialAll Foes9590120Has a 10% chance of burning targets.
12.6%Alluring VoiceFairySpecialSingle80100120Confuses the target if its stats were boosted during the turn this move is used.
10.4%SnarlDarkSpecialAll Foes5595160Lowers targets’ Sp. Atk stats by 1 stage.
8.4%YawnNormalStatusSingle—∞120Makes the target drowsy. This move never misses.
—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.
—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.
—SingNormalStatusSingle—55160Puts the target to sleep.
—FlamethrowerFireSpecialSingle90100160Has a 10% chance of burning the target.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Solar BeamGrassSpecialSingle120100120The 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.
—Fire SpinFireSpecialSingle3585160Gives the target the Bound status.
—EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—Night ShadeGhostSpecialSingle—100160Deals 50 HP of damage.
—Fire BlastFireSpecialSingle1108580Has a 10% chance of burning the target.
—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.
—Scary FaceNormalStatusSingle—100120Lowers the target’s Speed stat by 2 stages.
—Mud-SlapGroundSpecialSingle20100120Lowers the target’s accuracy by 1 stage.
—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.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—EncoreNormalStatusSingle—10080Gives the target the Encore status.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—CrunchDarkPhysicalSingle80100160Has a 20% chance of lowering the target’s Defense stat 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.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—ImprisonPsychicStatusSelf—∞120The user gains the Sealing Off status.
—Hyper VoiceNormalSpecialAll Foes90100120—
—Blast BurnFireSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—OverheatFireSpecialSingle1309080Lowers the user’s Sp. Atk stat by 2 stages.
—Flare BlitzFirePhysicalSingle120100160Has a 10% chance of burning the target. Cures the user of being frozen. The user also takes 1/3 of the damage dealt by this move.
—Seed BombGrassPhysicalSingle80100160—
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Shadow ClawGhostPhysicalSingle70100160This move has a 1-stage Critical-Hit Ratio Boost.
—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.
—Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
—Flame ChargeFirePhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.
—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.
—HexGhostSpecialSingle65100120This move’s power is doubled if the target has a status condition.
—Heat CrashFirePhysicalSingle—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.
—BelchPoisonSpecialSingle12090120This move fails unless the user has eaten a Berry during the battle.
—Disarming VoiceFairySpecialAll Foes40∞160—
—Burn UpFireSpecialSingle13010080The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type.
—Stomping TantrumGroundPhysicalSingle75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
—PoltergeistGhostPhysicalSingle1109080This move fails if the target isn’t holding an item.
—Scorching SandsGroundSpecialSingle70100120Has a 30% chance of burning the target. Cures the user and target of being frozen.
—Temper FlareFirePhysicalSingle75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.