Random Pokemon

Claydol

    Jump to Gen IV Pokédex

    Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Claydol's evolution level. If you want to teach your Pokémon a Level Up move that its level does not appear in bold, then press B while it evolves; you can always evolve it later. In case you want to teach it a Level Up move that it has forgotten, you can visit the move re-learner in Fallarbor Town (Hoenn) or Two Island (Kanto).

    Ruby/Sapphire/Emerald/Fire Red/Leaf Green Level Up Moves
    Move NameLevelTypePw.Acc.PPEff.%C.TypeAppealJam
    TeleportPsychic----20--Cool10
    Ends battle. Switches user in trainer battles.
    Can avoid being startled by others.
    ConfusionPsychic501002510Smart23
    May induce CONFUSION.
    Startles the POKéMON that appealed before the user.
    HardenNormal----30--Tough20
    Raises user's DEFENSE one stage.
    Can avoid being startled by others once.
    Rapid SpinNormal2010040--Cool20
    User is becomes free from moves like Wrap, Bind and Leech Seed.
    Can avoid being startled by others once.
    Harden3Normal----30--Tough20
    Raises user's DEFENSE one stage.
    Can avoid being startled by others once.
    Rapid Spin5Normal2010040--Cool20
    User is becomes free from moves like Wrap, Bind and Leech Seed.
    Can avoid being startled by others once.
    Mud-slap7Ground2010010100Cute21
    May lower opponent's ACCURACY one stage.
    Startles the POKéMON that has the JUDGE's attention.
    Psybeam11Psychic651002010Beauty30
    May induce CONFUSION.
    Scrambles the order of appeals on the next turn.
    Rock Tomb15Rock508010100Smart30
    May lower opponent's SPEED one stage.
    Temporarily stops the crowd from growing excited.
    Selfdestruct19Normal2001005--Beauty80
    User faints.
    Makes a great appeal, but allows no more to the end.
    Ancientpower25Rock60100510Tough10
    May raise all user's stats one stage.
    Ups the user's condition. Helps prevent nervousness.
    Sandstorm31Rock----10--Tough30
    Causes a Sandstorm for 5 turns.
    Scrambles the order of appeals on the next turn.
    Hyper Beam36Normal150905--Cool44
    User cannot attack on the next turn.
    Jams the others, and misses one turn of appeals.
    Cosmic Power42Psychic----20--Cool10
    Raises user's DEFENSE and SP. DEF one stage.
    Ups the user's condition. Helps prevent nervousness.
    Explosion55Normal2501005--Beauty80
    User faints.
    Makes a great appeal, but allows no more to the end.
    Machine Moves
    Move NameMachineTypePw.Acc.PPEff.%C.TypeAppealJam
    ToxicTM06Poison--8510100Smart30
    Induces severe poison.
    Worsens the condition of those that made appeals.
    Hidden PowerTM10Normal??10015--Smart30
    Power and type depend on user's IVs.
    Can be repeatedly used without boring the JUDGE.
    Sunny DayTM11Fire----5--Beauty10
    Causes Sunshine for 5 rounds.
    The appeal works best the more the crowd is excited.
    Ice BeamTM13Ice951001010Beauty21
    May induce freeze.
    Startles POKéMON that made a same-type appeal.
    Hyper BeamTM15Normal150905--Cool44
    User cannot attack on the next turn.
    Jams the others, and misses one turn of appeals.
    Light ScreenTM16Psychic----30--Beauty10
    Halves SP. ATK damage inflicted on user.
    Can avoid being startled by others.
    ProtectTM17Normal----10--Cute10
    Evades opponents next attack; the move's accuracy drops.
    Can avoid being startled by others.
    Rain DanceTM18Water----5--Tough10
    Causes Rain for 5 rounds.
    The appeal works best the more the crowd is excited.
    FrustrationTM21Normal??10020--Cute10
    The less happy the user, the stronger the attack. Power is (255-Tameness)*10/25.
    An appeal that excites the audience in any CONTEST.
    SolarbeamTM22Grass12010010--Cool40
    Wait for a turn and attacks the next.
    A highly appealing move.
    EarthquakeTM26Ground10010010--Tough13
    Hits everyone on the field.
    Badly startles those that have made appeals.
    ReturnTM27Normal??10020--Cute10
    The happier the user, the stronger the attack. Power is Tameness*10/25.
    An appeal that excites the audience in any CONTEST.
    DigTM28Ground6010010--Smart10
    The user is protected the first turn, attacks the second turn.
    Can avoid being startled by others.
    PsychicTM29Psychic901001010Smart13
    May lower opponent's SP. DEF one stage.
    Badly startles those that have made appeals.
    Shadow BallTM30Ghost801001520Smart30
    May lower opponent's SP. DEF one stage.
    Shifts the JUDGE's attention from others.
    Double TeamTM32Normal----15--Cool20
    Raises user's EVASIVENESS one stage.
    Can avoid being startled by others once.
    ReflectTM33Psychic----20--Smart10
    Halves ATTACK damage inflicted on user.
    Can avoid being startled by others.
    SandstormTM37Rock----10--Tough30
    Causes a Sandstorm for 5 turns.
    Scrambles the order of appeals on the next turn.
    Rock TombTM39Rock508010100Smart30
    May lower opponent's SPEED one stage.
    Temporarily stops the crowd from growing excited.
    FacadeTM42Normal7010020--Cute20
    ATTACK is doubled when burned, paralyzed, or poisoned.
    The appeal works great if performed last.
    Secret PowerTM43Normal701002030Smart10
    Depends on battle location.
    The appeal works well if the user's condition is good.
    RestTM44Psychic----10--Cute20
    User restores health, then sleeps.
    Can avoid being startled by others once.
    Skill SwapTM48Psychic--10010--Smart10
    Use and target trade abilities.
    Makes the appeal as good as those before it.
    StrengthHM04Normal8010015--Tough21
    No effect.
    Startles POKéMON that made a same-type appeal.
    FlashHM05Normal--7020--Beauty30
    Lowers opponent's ACCURACY one stage.
    Shifts the JUDGE's attention from others.
    Rock SmashHM06Fighting201001550Tough10
    May lower opponent's DEFENSE one stage.
    The appeal works well if the user's condition is good.
    Fire Red/Leaf Green/Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    Double-edgeNormal12010015--Tough60
    User takes recoil damage.
    After this move, the user is more easily startled.
    MimicNormal--10010--Cute10
    Copies opponents last move.
    Makes the appeal as good as the one before it.
    Dream EaterPsychic10010015--Smart22
    User recovers half the damage inflicted on a sleeping opponent.
    Startles all POKéMON that have done their appeals.
    ExplosionNormal2501005--Beauty80
    User faints.
    Makes a great appeal, but allows no more to the end.
    Rock SlideRock75901030Tough13
    May cause opponent to flinch.
    Badly startles those that have made appeals.
    SubstituteNormal----10--Smart20
    Creates a decoy using 1/4 of the user's maximum HP.
    Can avoid being startled by others once.
    Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    Psych UpNormal----10--Smart20
    Copies opponent's stat changes.
    Works well if it's the same type as the one before.
    SnoreNormal401001530Cute40
    Can only be used while asleep.
    A highly appealing move.
    EndureNormal----10--Tough20
    Survives any attack for one turn leaving at least 1 HP but move's accuracy drops.
    Can avoid being startled by others once.
    Mud-slapGround2010010100Cute21
    May lower opponent's ACCURACY one stage.
    Startles the POKéMON that has the JUDGE's attention.
    SwaggerNormal--9015100Cute20
    Induces CONFUSE. Raises opponent's ATTACK two stages.
    The appeal works great if performed first.
    Sleep TalkNormal----10--Cute30
    Uses an own random move while asleep.
    Can be repeatedly used without boring the JUDGE.

    Generated in 0.315 seconds | Last modified on 07/09/2 13:21 | Cached: always

    login