karrablast #588

Pokemon - karrablast
  • Weight

    5.90 kg

  • Height

    0.50 m

  • Abilites

    swarm

    shed skin

    no guard

    (hidden ability)

  • Type

    bug

HP

Attack

Defense

Sp. Attack

Sp. Defense

Speed

50

75

45

40

45

60

Base Info

Pokemon Base: Normal

Happiness: 50/255

Catch Rate: 200/255 (78.43)%

Hatch Counter: 4.080 Steps

Gender Rate: 50.00% Male / 50.00% Female

Experience gained for defeating this pokemon: 63

Abilities

swarm

When this Pokémon has 1/3 or less of its HP remaining, its bug-type moves inflict 1.5× as much regular damage. Overworld: If the lead Pokémon has this ability, the wild encounter rate is increased.

shed-skin

After each turn, this Pokémon has a 33% of being cured of any major status ailment.

no-guard

Moves used by or against this Pokémon never miss. One-hit KO moves are unaffected. Moves affected by this ability can hit Pokémon during the preparation turn of moves like dig or fly. Overworld: If the lead Pokémon has this ability, the wild encounter rate is doubled.

Offense

bug

2x grass

2x psychic

2x dark

0.5x fighting

0.5x flying

0.5x poison

0.5x ghost

0.5x steel

0.5x fire

0.5x fairy

Defense

2x flying

2x rock

2x fire

0.5x fighting

0.5x ground

0.5x grass

Moves

NameTypeCategoryPowerAccuracyChancePPTargetInfo
swords dancestatus---20userRaises the user's Attack by two stages.
cutphysical5095%-30selected pokemonInflicts regular damage.
headbuttphysical70100%30%15selected pokemonInflicts regular damage. Has a 30% chance to make the target flinch.
horn attackphysical65100%-25selected pokemonInflicts regular damage.
fury attackphysical1585%-20selected pokemonInflicts regular damage. Hits 2–5 times in one turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
take downphysical9085%-20selected pokemonInflicts regular damage. User takes 1/4 the damage it inflicts in recoil.
double edgephysical120100%-15selected pokemonInflicts regular damage. User takes 1/3 the damage it inflicts in recoil.
leerstatus-100%100%30all opponentsLowers the target's Defense by one stage.
peckphysical35100%-35selected pokemonInflicts regular damage.
counterphysical-100%-20specific moveTargets the last opposing Pokémon to hit the user with a physical move this turn. Inflicts twice the damage that move did to the user. If there is no eligible target, this move will fail. Type immunity applies, but other type effects are ignored. This move cannot be copied by mirror move, nor selected by assist or metronome.
toxicstatus-90%-10selected pokemonBadly poisons the target. Never misses when used by a poison-type Pokémon.
screechstatus-85%-40selected pokemonLowers the target's Defense by two stages.
double teamstatus---15userRaises the user's evasion by one stage.
reststatus---10userUser falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with early bird. This move fails if the Pokémon cannot fall asleep due to uproar, insomnia, or vital spirit. It also fails if the Pokémon is at full health or is already asleep.
slashphysical70100%-20selected pokemonInflicts regular damage. User's critical hit rate is one level higher when using this move.
substitutestatus---10userTransfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail. The doll takes damage as normal, using the user's stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user's HP still do so; the doll's HP does not influence any move. The doll will block major status effects, confusion, and flinching. The effects of smelling salts and wake up slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate. Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., avalanche, counter, or a rowap berry. magic coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like absorb are healed as normal. It will also block acupressure, block, the curse effect of curse, dream eater, embargo, flatter, gastro acid, grudge, heal block, leech seed, lock on, mean look, mimic, mind reader, nightmare, pain split, psycho shift, spider web, sketch, swagger, switcheroo, trick, worry seed, and yawn. A Pokémon affected by yawn before summoning the doll will still fall to sleep. The doll blocks intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as volt absorb absorbing thunder wave), such moves will not be blocked. life orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll. The user is still vulnerable to damage inflicted when entering or leaving the field, such as by pursuit or spikes; however, the doll will block the poison effect of toxic spikes. The doll is passed on by baton pass. It keeps its existing HP, but uses the replacement Pokémon's stats and types for damage calculation. All other effects work as normal.
snorespecial50100%30%15selected pokemonOnly usable if the user is sleeping. Inflicts regular damage. Has a 30% chance to make the target flinch.
flailphysical-100%-15selected pokemonInflicts regular damage. Power varies inversely with the user's proportional remaining HP. 64 * current HP / max HP | Power -----------------------: | ----: 0– 1 | 200 2– 5 | 150 6–12 | 100 13–21 | 80 22–42 | 40 43–64 | 20
protectstatus---10userNo moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse's curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move's protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.
scary facestatus-100%-10selected pokemonLowers the target's Speed by two stages.
feint attackphysical60--20selected pokemonInflicts regular damage. Ignores accuracy and evasion modifiers.
giga drainspecial75100%-10selected pokemonInflicts regular damage. Drains half the damage inflicted to heal the user.
endurestatus---10userThe user's HP cannot be lowered below 1 by any means for the remainder of this turn. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. This move cannot be selected by assist or metronome.
false swipephysical40100%-40selected pokemonInflicts regular damage. Will not reduce the target's HP below 1.
swaggerstatus-85%-15selected pokemonRaises the target's Attack by two stages, then confuses it. If the target's Attack cannot be raised by two stages, the confusion is not applied.
fury cutterphysical4095%-20selected pokemonInflicts regular damage. Power doubles after every time this move is used, whether consecutively or not, maxing out at 16x. If this move misses or the user leaves the field, power resets.
attractstatus-100%-15selected pokemonCauses the target to fall in love with the user, giving it a 50% chance to do nothing each turn. If the user and target are the same gender, or either is genderless, this move will fail. If either Pokémon leaves the field, this effect ends.
sleep talkstatus---10userOnly usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP. This move will not select assist, bide, bounce, chatter, copycat, dig, dive, fly, focus punch, me first, metronome, mirror move, shadow force, skull bash, sky attack, sky drop, sleep talk, solar beam, razor wind, or uproar. If the selected move requires a recharge turn—i.e., one of blast burn, frenzy plant, giga impact, hydro cannon, hyper beam, roar of time, or rock wrecker—and the user is still sleeping next turn, then it's forced to use this move again and pay another PP for the recharge turn. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.
returnphysical-100%-20selected pokemonInflicts regular damage. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
frustrationphysical-100%-20selected pokemonInflicts regular damage. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
megahornphysical12085%-10selected pokemonInflicts regular damage.
encorestatus-100%-5selected pokemonThe next 4–8 times (selected at random) the target attempts to move, it is forced to repeat its last used move. If the selected move allows the trainer to select a target, an opponent will be selected at random each turn. If the target is prevented from using the selected move by some other effect, struggle will be used instead. This effect ends if the selected move runs out of PP. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, if it does not know the selected move, or if the selected move has 0 PP remaining, this move will fail. If the target's last used move was encore, mimic, mirror move, sketch, struggle, or transform, this move will fail.
pursuitphysical40100%-20selected pokemonInflicts regular damage. If the target attempts to switch out this turn before the user acts, this move hits the target before it leaves and has double power. This effect can still hit a Pokémon that switches out when it has a substitute up or when an ally has used follow me.
hidden powerspecial60100%-15selected pokemonInflicts regular damage. Power and type are determined by the user's IVs. Power is given by `x * 40 / 63 + 30`. `x` is obtained by arranging bit 1 from the IV for each of Special Defense, Special Attack, Speed, Defense, Attack, and HP in that order. (Bit 1 is 1 if the IV is of the form `4n + 2` or `4n + 3`. `x` is then 64 * Special Defense IV bit 1, plus 32 * Special Attack IV bit 1, etc.) Power is always between 30 and 70, inclusive. Average power is 49.5. Type is given by `y * 15 / 63`, where `y` is similar to `x` above, except constructed from bit 0. (Bit 0 is 1 if the IV is odd.) The result is looked up in the following table. Value | Type ----: | -------- 0 | fighting 1 | flying 2 | poison 3 | ground 4 | rock 5 | bug 6 | ghost 7 | steel 8 | fire 9 | water 10 | grass 11 | electric 12 | psychic 13 | ice 14 | dragon 15 | dark This move thus cannot be normal. Most other types have an equal 1/16 chance to be selected, given random IVs. However, due to the flooring used here, bug, fighting, and grass appear 5/64 of the time, and dark only 1/64 of the time.
rain dancestatus---5entire fieldChanges the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. If the user is holding damp rock, this effect lasts for eight turns. thunder has 100% accuracy. If the target has used detect or protect, thunder has a (100 - accuracy)% chance to break through the protection. solar beam has half power. moonlight, morning sun, and synthesis heal only 1/4 of the user's max HP. Pokémon with swift swim have doubled original Speed. Pokémon with forecast become water. Pokémon with dry skin heal 1/8 max HP, Pokémon with hydration are cured of major status effects, and Pokémon with rain dish heal 1/16 max HP at the end of each turn.
facadephysical70100%-20selected pokemonInflicts regular damage. If the user is burned, paralyzed, or poisoned, this move has double power.
knock offphysical65100%-20selected pokemonInflicts regular damage. Target loses its held item. Neither the user nor the target can recover its item with recycle. If the target has multitype or sticky hold, it will take damage but not lose its item.
secret powerphysical70100%30%20selected pokemonInflicts regular damage. Has a 30% chance to inflict an effect chosen according to the terrain. Terrain | Effect -------------- | ------------------------------------------------------------- Building | Paralyzes target Cave | Makes target flinch Deep water | Lowers target's Attack by one stage Desert | Lowers target's accuracy by one stage Grass | Puts target to sleep Mountain | Makes target flinch Road | Lowers target's accuracy by one stage Shallow water | Lowers target's Attack by one stage Snow | Freezes target Tall grass | Puts target to sleep In Pokémon Battle Revolution: Terrain | Effect -------------- | ------------------------------------------------------------- Courtyard | Paralyzes target Crystal | Makes target flinch Gateway | Lowers target's Attack by one stage Magma | Makes target flinch Main Street | Paralyzes target Neon | Paralyzes target Stargazer | Makes target flinch Sunny Park | Puts target to sleep Sunset | Lowers target's accuracy by one stage Waterfall | Puts target to sleep
signal beamspecial75100%10%15selected pokemonInflicts regular damage. Has a 10% chance to confuse the target.
aerial acephysical60--20selected pokemonInflicts regular damage. Ignores accuracy and evasion modifiers.
iron defensestatus---15userRaises the user's Defense by two stages.
poison jabphysical80100%30%20selected pokemonInflicts regular damage. Has a 30% chance to poison the target.
night slashphysical70100%-15selected pokemonInflicts regular damage. User's critical hit rate is one level higher when using this move.
x scissorphysical80100%-15selected pokemonInflicts regular damage.
bug buzzspecial90100%10%10selected pokemonInflicts regular damage. Has a 10% chance to lower the target's Special Defense by one stage.
energy ballspecial90100%10%10selected pokemonInflicts regular damage. Has a 10% chance to lower the target's Special Defense by one stage.
bug bitephysical60100%-20selected pokemonInflicts regular damage. If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately. If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect. If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen.
acid sprayspecial40100%100%20selected pokemonInflicts regular damage. Lowers the target's Special Defense by two stages.
roundspecial60100%-15selected pokemonInflicts regular damage. If round has already been used this turn, this move's power is doubled. After this move is used, any other Pokémon using it this turn will immediately do so (in the order they would otherwise act), regardless of Speed or priority. Pokémon using other moves will then continue to act as usual.
struggle bugspecial50100%100%20all opponentsInflicts regular damage. Has a 100% chance to lower the target's Special Attack by one stage.
drill runphysical8095%-10selected pokemonInflicts regular damage. User's critical hit rate is one level higher when using this move.
confidestatus--100%20selected pokemonLowers the target's Special Attack by one stage.
infestationspecial20100%100%20selected pokemonInflicts regular damage. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. rapid spin cancels this effect.