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234 - Stantler

Type

Version Type
All

Defenses

Immune ×0 Resistant ×¼ Resistant ×½ Normal ×1 Weak ×2 Weak ×4

   
















 

Ability

Version Ability
All Intimidate / Frisk

Base Stats

Version HP Atk Def SAtk SDef Spd BST
All 73 95 62 85 65 85 465

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Description
1 Me First - - 20 Uses the target's move against it before it attacks, with power increased by half.
1 Tackle 40 100% 35 Inflicts regular damage with no additional effect.
1 Leer - 100% 30 Lowers the target's Defense by one stage.
7 Astonish 30 100% 15 Has a 30% chance to make the target flinch.
10 Hypnosis - 60% 20 Puts the target to sleep.
13 Stomp 65 100% 20 Has a 30% chance to make the target flinch.
16 Sand Attack - 100% 15 Lowers the target's accuracy by one stage.
18 Confuse Ray - 100% 10 Confuses the target.
21 Take Down 90 85% 20 User receives 1/4 the damage it inflicts in recoil.
24 Calm Mind - - 20 Raises the user's Special Attack and Special Defense by one stage.
27 Zen Headbutt 80 90% 15 Has a 20% chance to make the target flinch.
31 Role Play - - 10 Copies the target's ability.
34 Thrash 120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
37 Jump Kick 100 95% 10 If the user misses, it takes half the damage it would have inflicted in recoil.
40 Imprison - - 10 Prevents the target from using any moves that the user also knows.
43 Bounce 85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
46 Captivate - 100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
48 Megahorn 120 85% 10 Inflicts regular damage with no additional effect.
51 Double-Edge 120 100% 15 User receives 1/3 the damage inflicted in recoil.
54 Me First - - 20 Uses the target's move against it before it attacks, with power increased by half.

Learnable Moves

Machine Name Power Accuracy PP Type Damage Class Description
TM04 Calm Mind - - 20 Raises the user's Special Attack and Special Defense by one stage.
TM05 Roar - - 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
TM06 Toxic - 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power 60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day - - 5 Changes the weather to sunny for five turns.
TM16 Light Screen - - 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect - - 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance - - 5 Changes the weather to rain for five turns.
TM21 Frustration - 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam 120 100% 10 Requires a turn to charge before attacking.
TM23 Iron Tail 100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
TM24 Thunderbolt 90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder 110 70% 10 Has a 30% chance to paralyze the target.
TM26 Earthquake 100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return - 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic 90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball 80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM32 Double Team - - 15 Raises the user's evasion by one stage.
TM33 Reflect - - 20 Reduces damage from physical attacks by half.
TM34 Shock Wave 60 - 20 Never misses.
TM42 Facade 70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power 70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest - - 10 User sleeps for two turns, completely healing itself.
TM45 Attract - 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief 60 100% 25 Takes the target's item.
TM48 Skill Swap - - 10 User and target swap abilities.
TM53 Energy Ball 90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM57 Wild Charge 100 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM58 Endure - - 10 Prevents the user's HP from lowering below 1 this turn.
TM68 Giga Impact 150 90% 5 User foregoes its next turn to recharge.
TM70 Flash - 100% 20 Lowers the target's accuracy by one stage.
TM73 Thunder Wave - 90% 20 Paralyzes the target.
TM77 Psych Up - - 10 Discards the user's stat changes and copies the target's.
TM78 Captivate - 100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
TM82 Sleep Talk - - 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM87 Swagger - 85% 15 Raises the target's Attack by two stages and confuses the target.
TM90 Substitute - - 10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room - - 5 For five turns, slower Pokémon will act before faster Pokémon.
Move Tutor Bounce 85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Move Tutor Last Resort 140 100% 5 Can only be used after all of the user's other moves have been used.
Move Tutor Mud-Slap 20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
Move Tutor Signal Beam 75 100% 15 Has a 10% chance to confuse the target.
Move Tutor Snore 50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Move Tutor Spite - 100% 10 Lowers the PP of the target's last used move by 4.
Move Tutor Sucker Punch 70 100% 5 Only works if the target is about to use a damaging move.
Move Tutor Swift 60 - 20 Never misses.
Move Tutor Uproar 90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Move Tutor Zen Headbutt 80 90% 15 Has a 20% chance to make the target flinch.

Wild Encounters

Route Method Level Chance
Route 207 Poké Radar Lv. 9 - 10 22%