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Cofagrigus

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Cofagrigus in Pokémon Omega Ruby & Alpha Sapphire

#563 in the Omega Ruby and Alpha Sapphire Pokédex • Coffin Pokémon

Cofagrigus in the National Pokédex
Cofagrigus sprite

Normal

Shiny Cofagrigus sprite

Shiny

Pokédex entries

Omega Ruby

It has been said that they swallow those who get too close and turn them into mummies. They like to eat gold nuggets.

Alpha Sapphire

Grave robbers who mistake them for real coffins and get too close end up trapped inside their bodies.

Pokémon details

Type

Ghost

Category

Coffin Pokémon

Abilities

Height

1.7 m (5'07")

Weight

76.5 kg (168.7 lbs)

National Pokédex

#0563

Cofagrigus in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

58

226

320

Attack

50

94

218

Defense

145

265

427

Sp. Atk

95

175

317

Sp. Def

105

193

339

Speed

30

58

174

Total

483

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Cofagrigus, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
2 Def
Catch rate
90
Base Exp.
169

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
25

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Yamask

Yamask

#562

Level 34

Cofagrigus

Cofagrigus

#563

Mirage Spot

Found only at Mirage Spots: Mirage Caves north of Route 124 and south of Route 131.

Alpha Sapphire
LocationMethodLevelChanceConditions

Mirage Cave

Mirage Cave (South of Pacifidlog)

Walking in tall grass or a cave36-3830%

-

Mirage Cave

Mirage Cave (North of Route 124)

Walking in tall grass or a cave36-3840%

-

Omega Ruby
LocationMethodLevelChanceConditions

Mirage Cave

Mirage Cave (South of Pacifidlog)

Walking in tall grass or a cave36-3830%

-

Mirage Cave

Mirage Cave (North of Route 124)

Walking in tall grass or a cave36-3840%

-

Items this Pokémon may hold when encountered in the wild.
Alpha Sapphire
5%
Omega Ruby
5%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartDisable

For four turns, this move prevents the target from using the move it last used.

Normal-10020
StartHaze

The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.

Ice--30
StartProtect

Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
StartAstonish

The user attacks the target while shouting in a startling fashion. This may also make the target flinch.

Ghost3010015
5Disable

For four turns, this move prevents the target from using the move it last used.

Normal-10020
9Haze

The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.

Ice--30
13Night Shade

The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level.

Ghost-10015
17Hex

This relentless attack does massive damage to a target affected by status conditions.

Ghost6510010
21Will-O-Wisp

The user shoots a sinister, bluish-white flame at the target to inflict a burn.

Fire-8515
25Ominous Wind

The user blasts the target with a gust of repulsive wind. This may also raise all the user’s stats at once.

Ghost601005
29Curse

A move that works differently for the Ghost type than for all other types.

Ghost--10
33Guard Split

The user employs its psychic power to average its Defense and Sp. Def stats with those of the target.

Psychic--10
33Power Split

The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target.

Psychic--10
34Scary Face

The user frightens the target with a scary face to harshly lower its Speed stat.

Normal-10010
39Shadow Ball

The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.

Ghost8010015
45Grudge

If the user faints, the user’s grudge fully depletes the PP of the opponent’s move that knocked it out.

Ghost--5
51Mean Look

The user pins the target with a dark, arresting look. The target becomes unable to flee.

Normal--5
57Destiny Bond

When this move is used, if the user faints, the Pokémon that landed the knockout hit also faints.

Ghost--5

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Omega Ruby and Alpha Sapphire.
Class
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type depending on the Pokémon using it.

Normal6010015
TM15Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM17Protect

Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM20Safeguard

The user creates a protective field that prevents status conditions for five turns.

Normal--25
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM29Psychic

The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM46Thief

The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.

Dark6010025
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM53Energy Ball

The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def.

Grass9010010
TM61Will-O-Wisp

The user shoots a sinister, bluish-white flame at the target to inflict a burn.

Fire-8515
TM63Embargo

This move prevents the target from using its held item. Its Trainer is also prevented from using items on it.

Dark-10015
TM66Payback

The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.

Dark5010010
TM68Giga Impact

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Normal150905
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate dark caves.

Normal-10020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM83Infestation

The target is infested and attacked for four to five turns. The target can’t flee during this time.

Bug2010020
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.

Grass-10020
TM87Swagger

The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Normal-9015
TM88Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5
TM94Secret Power

An attack whose additional effects depend upon where it was used. Can also be used to make a Secret Base.

Normal7010020
TM97Dark Pulse

The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.

Dark8010015
TM100Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Normal--20

Moves this Pokémon can learn from move tutors in this game.
Class
After You

The user helps the target and makes it use its move right after the user.

Normal--15
Block

The user blocks the target’s way with arms spread wide to prevent escape.

Normal--5
Iron Defense

The user hardens its body’s surface like iron, sharply raising its Defense stat.

Steel--15
Knock Off

The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item.

Dark6510020
Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15
Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Normal--20
Role Play

The user mimics the target completely, copying the target’s natural Ability.

Psychic--10
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10
Snatch

The user steals the effects of any attempts to use a healing or stat-changing move.

Dark--10
Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal5010015
Spite

The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.

Ghost-10010
Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010
Wonder Room

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Psychic--10
Zen Headbutt

The user focuses its willpower to its head and attacks the target. This may also make the target flinch.

Psychic809015

Learn before evolving. Some moves must be retained from breeding or a prior stage.
Class
Acquisition source
Ally Switch

The user teleports using a strange power and switches places with one of its allies.

Psychic--15

Yamask — breeding

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

Yamask — breeding

Fake Tears

The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.

Dark-10020

Yamask — breeding

Heal Block

For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

Psychic-10015

Yamask — breeding

Imprison

If opposing Pokémon know any move also known by the user, they are prevented from using it.

Psychic--10

Yamask — breeding

Memento

The user faints when using this move. In return, this harshly lowers the target’s Attack and Sp. Atk stats.

Dark-10010

Yamask — breeding

Nasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk.

Dark--20

Yamask — breeding

Nightmare

A sleeping target sees a nightmare that inflicts some damage every turn.

Ghost-10015

Yamask — breeding

Toxic Spikes

The user lays a trap of poison spikes at the opposing team’s feet. They poison opposing Pokémon that switch into battle.

Poison--20

Yamask — breeding

Transfers, local trades, historical distributions, Sketch and costume changes have separate requirements. These options do not guarantee every four-move combination.
Class
Acquisition source
Ally Switch

The user teleports using a strange power and switches places with one of its allies.

Psychic--15

Trade from X/Y; retain through local trade and evolution where applicable

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

Generation III–V import via Poké Transporter and Pokémon Bank

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

Trade from X/Y; retain through local trade and evolution where applicable

Fake Tears

The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.

Dark-10020

Generation III–V import via Poké Transporter and Pokémon Bank

Fake Tears

The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.

Dark-10020

Trade from X/Y; retain through local trade and evolution where applicable

Heal Block

For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

Psychic-10015

Generation III–V import via Poké Transporter and Pokémon Bank

Heal Block

For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

Psychic-10015

Trade from X/Y; retain through local trade and evolution where applicable

Imprison

If opposing Pokémon know any move also known by the user, they are prevented from using it.

Psychic--10

Generation III–V import via Poké Transporter and Pokémon Bank

Imprison

If opposing Pokémon know any move also known by the user, they are prevented from using it.

Psychic--10

Trade from X/Y; retain through local trade and evolution where applicable

Memento

The user faints when using this move. In return, this harshly lowers the target’s Attack and Sp. Atk stats.

Dark-10010

Generation III–V import via Poké Transporter and Pokémon Bank

Memento

The user faints when using this move. In return, this harshly lowers the target’s Attack and Sp. Atk stats.

Dark-10010

Trade from X/Y; retain through local trade and evolution where applicable

Nasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk.

Dark--20

Generation III–V import via Poké Transporter and Pokémon Bank

Nasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk.

Dark--20

Trade from X/Y; retain through local trade and evolution where applicable

Nightmare

A sleeping target sees a nightmare that inflicts some damage every turn.

Ghost-10015

Generation III–V import via Poké Transporter and Pokémon Bank

Nightmare

A sleeping target sees a nightmare that inflicts some damage every turn.

Ghost-10015

Trade from X/Y; retain through local trade and evolution where applicable

Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15

Generation III–V import via Poké Transporter and Pokémon Bank

Toxic Spikes

The user lays a trap of poison spikes at the opposing team’s feet. They poison opposing Pokémon that switch into battle.

Poison--20

Trade from X/Y; retain through local trade and evolution where applicable

Ability options available to this Pokémon in this game.

Mummy

Ability Slot 1

Contact with the Pokémon spreads this Ability.

Changes attacking Pokémon's abilities to Mummy on contact.

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