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Dunsparce

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Dunsparce in Pokémon Sword & Shield

Isle of Armor Pokédex #52 • Land Snake Pokémon

Dunsparce in the National Pokédex
Dunsparce sprite

Normal

Shiny Dunsparce sprite

Shiny

Pokédex entries

Sword

This Pokémon’s tiny wings have some scientists saying that Dunsparce used to fly through the sky in ancient times.

Shield

The nests Dunsparce live in are mazes of tunnels. They never get lost in their own nests—they can tell where they are by the scent of the dirt.

Pokémon details

Type

Normal

Category

Land Snake Pokémon

Height

1.5 m (4'11")

Weight

14 kg (30.9 lbs)

National Pokédex

#0206

Pokédex

Armor #52

Dunsparce in Other Games

National Dex page

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

Min

Max

HP

100

310

404

Attack

70

130

262

Defense

70

130

262

Sp. Atk

65

121

251

Sp. Def

65

121

251

Speed

45

85

207

Total

415

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 Dunsparce, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

Dunsparce doesn't resist any types.

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Isle of Armor #52
EV yield
1 HP
Catch rate
190
Base Exp.
145

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

Evolution requirements shown in a compact table or chain view.
Dunsparce

Dunsparce

Armor #52

No evolutions

Known encounter locations for this Pokémon in this game.
Shield
LocationMethodLevelChanceConditions

Soothing Wetlands

Wild Pokémon

Overworld10-1516%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Soothing Wetlands

Wild Pokémon

Overworld6016%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Soothing Wetlands

Wild Pokémon

Random in Grass13-1830%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Soothing Wetlands

Wild Pokémon

Random in Grass6030%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Soothing Wetlands

Wild Pokémon

Overworld10-1516%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Overcast

Soothing Wetlands

Wild Pokémon

Overworld6016%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Overcast

Soothing Wetlands

Wild Pokémon

Random in Grass13-1815%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Overcast

Soothing Wetlands

Wild Pokémon

Random in Grass6015%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Overcast

Soothing Wetlands

Wild Pokémon

Overworld10-1516%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Raining

Soothing Wetlands

Wild Pokémon

Overworld6016%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Raining

Soothing Wetlands

Wild Pokémon

Random in Grass13-1815%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Raining

Soothing Wetlands

Wild Pokémon

Random in Grass6015%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Raining

Soothing Wetlands

Wild Pokémon

Overworld10-1516%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Soothing Wetlands

Wild Pokémon

Overworld6016%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Soothing Wetlands

Wild Pokémon

Random in Grass13-1815%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Soothing Wetlands

Wild Pokémon

Random in Grass6015%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Soothing Wetlands

Wild Pokémon

Overworld10-1516%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Soothing Wetlands

Wild Pokémon

Overworld6016%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Soothing Wetlands

Wild Pokémon

Random in Grass13-1815%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Soothing Wetlands

Wild Pokémon

Random in Grass6015%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Soothing Wetlands

Wild Pokémon

Overworld10-1516%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Sandstorm

Soothing Wetlands

Wild Pokémon

Overworld6016%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Sandstorm

Soothing Wetlands

Wild Pokémon

Random in Grass13-1830%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Sandstorm

Soothing Wetlands

Wild Pokémon

Random in Grass6030%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Sandstorm

Soothing Wetlands

Wild Pokémon

Overworld10-1516%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Soothing Wetlands

Wild Pokémon

Overworld6016%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Soothing Wetlands

Wild Pokémon

Random in Grass13-1830%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Soothing Wetlands

Wild Pokémon

Random in Grass6030%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Fields of Honor

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Sword
LocationMethodLevelChanceConditions

Soothing Wetlands

Wild Pokémon

Overworld10-1516%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Soothing Wetlands

Wild Pokémon

Overworld6016%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Soothing Wetlands

Wild Pokémon

Random in Grass13-1830%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Soothing Wetlands

Wild Pokémon

Random in Grass6030%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Soothing Wetlands

Wild Pokémon

Overworld10-1516%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Overcast

Soothing Wetlands

Wild Pokémon

Overworld6016%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Overcast

Soothing Wetlands

Wild Pokémon

Random in Grass13-1815%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Overcast

Soothing Wetlands

Wild Pokémon

Random in Grass6015%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Overcast

Soothing Wetlands

Wild Pokémon

Overworld10-1516%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Raining

Soothing Wetlands

Wild Pokémon

Overworld6016%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Raining

Soothing Wetlands

Wild Pokémon

Random in Grass13-1815%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Raining

Soothing Wetlands

Wild Pokémon

Random in Grass6015%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Raining

Soothing Wetlands

Wild Pokémon

Overworld10-1516%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Soothing Wetlands

Wild Pokémon

Overworld6016%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Soothing Wetlands

Wild Pokémon

Random in Grass13-1815%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Soothing Wetlands

Wild Pokémon

Random in Grass6015%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Soothing Wetlands

Wild Pokémon

Overworld10-1516%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Soothing Wetlands

Wild Pokémon

Overworld6016%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Soothing Wetlands

Wild Pokémon

Random in Grass13-1815%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Soothing Wetlands

Wild Pokémon

Random in Grass6015%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Soothing Wetlands

Wild Pokémon

Overworld10-1516%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Sandstorm

Soothing Wetlands

Wild Pokémon

Overworld6016%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Sandstorm

Soothing Wetlands

Wild Pokémon

Random in Grass13-1830%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Sandstorm

Soothing Wetlands

Wild Pokémon

Random in Grass6030%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Sandstorm

Soothing Wetlands

Wild Pokémon

Overworld10-1516%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Soothing Wetlands

Wild Pokémon

Overworld6016%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Soothing Wetlands

Wild Pokémon

Random in Grass13-1830%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Soothing Wetlands

Wild Pokémon

Random in Grass6030%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Fields of Honor

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 100, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
StartDefense Curl

The user curls up to conceal weak spots and raise its Defense stat.

Normal--40
StartFlail

The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.

Normal-10015
4Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Ground2010010
8Rollout

The user continually rolls into the target over five turns. It becomes more powerful each time it hits.

Rock309020
12Glare

The user intimidates the target with the pattern on its belly to cause paralysis.

Normal-10030
16Screech

An earsplitting screech harshly lowers the target’s Defense stat.

Normal-8540
20Ancient Power

The user attacks with a prehistoric power. This may also raise all the user’s stats at once.

Rock601005
24Drill Run

The user crashes into its target while rotating its body like a drill. Critical hits land more easily.

Ground809510
28Yawn

The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Normal--10
32Body Slam

The user drops onto the target with its full body weight. This may also leave the target with paralysis.

Normal8510015
36Take Down

A reckless, full-body charge attack for slamming into the target. This also damages the user a little.

Normal908520
40Roost

The user lands and rests its body. This move restores the user’s HP by up to half of its max HP.

Flying--10
44Dragon Rush

The user tackles the target while exhibiting overwhelming menace. This may also make the target flinch.

Dragon1007510
48Coil

The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy.

Poison--20
52Double-Edge

A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Normal12010015
56Endeavor

This attack move cuts down the target’s HP to equal the user’s HP.

Normal-1005

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM11Solar Beam

In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.

Grass12010010
TM14Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM15Dig

The user burrows into the ground, then attacks on the next turn.

Ground8010010
TM16Screech

An earsplitting screech harshly lowers the target’s Defense stat.

Normal-8540
TM21Rest

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

Psychic--10
TM22Rock Slide

Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Rock759010
TM23Thief

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

Dark6010025
TM24Snore

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

Normal5010015
TM25Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM31Attract

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

Normal-10015
TM33Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Water--5
TM34Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Fire--5
TM39Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM41Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
TM48Rock Tomb

Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement.

Rock609515
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM77Hex

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

Ghost6510010
TM79Retaliate

The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move’s power is increased.

Normal701005
TM81Bulldoze

The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit.

Ground6010020
TM95Air Slash

The user attacks with a blade of air that slices even the sky. This may also make the target flinch.

Flying759515
TM98Stomping Tantrum

Driven by frustration, the user attacks the target. If the user’s previous move has failed, the power of this move doubles.

Ground7510010
TR01Body Slam

The user drops onto the target with its full body weight. This may also leave the target with paralysis.

Normal8510015
TR02Flamethrower

The target is scorched with an intense blast of fire. This may also leave the target with a burn.

Fire9010015
TR05Ice Beam

The target is struck with an icy-cold beam of energy. This may also leave the target frozen.

Ice9010010
TR06Blizzard

A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.

Ice110705
TR08Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TR09Thunder

A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

Electric1107010
TR10Earthquake

The user sets off an earthquake that strikes every Pokémon around it.

Ground10010010
TR12Agility

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Psychic--30
TR15Fire Blast

The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn.

Fire110855
TR17Amnesia

The user temporarily empties its mind to forget its concerns. This sharply raises the user’s Sp. Def stat.

Psychic--20
TR20Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Normal--10
TR26Endure

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

Normal--10
TR27Sleep Talk

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

Normal--10
TR29Baton Pass

The user switches places with a party Pokémon in waiting and passes along any stat changes.

Normal--40
TR31Iron Tail

The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.

Steel1007515
TR33Shadow Ball

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

Ghost8010015
TR49Calm Mind

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

Psychic--20
TR52Gyro Ball

The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power.

Steel-1005
TR57Poison Jab

The target is stabbed with a tentacle, arm, or the like steeped in poison. This may also poison the target.

Poison8010020
TR69Zen Headbutt

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

Psychic809015
TR76Stealth Rock

The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle.

Rock--20
TR82Stored Power

The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power.

Psychic2010010
TR86Wild Charge

The user shrouds itself in electricity and smashes into its target. This also damages the user a little.

Electric9010015
TR87Drill Run

The user crashes into its target while rotating its body like a drill. Critical hits land more easily.

Ground809510

Moves this Pokémon can learn from move tutors in this game.
Class
Dual Wingbeat

The user slams the target with its wings. The target is hit twice in a row.

Flying409010
Scale Shot

The user attacks by shooting scales two to five times in a row. This move boosts the user’s Speed stat but lowers its Defense stat.

Dragon259020
Skitter Smack

The user skitters behind the target to attack. This also lowers the target’s Sp. Atk stat.

Bug709010
Terrain Pulse

The user utilizes the power of the terrain to attack. This move’s type and power changes depending on the terrain when it’s used.

Normal5010010

Moves acquired through eligible breeding. Sword/Shield also supports same-species Nursery sharing with an empty recipient move slot.
Class
Aqua Tail

The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Water909010
Astonish

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

Ghost3010015
Bite

The target is bitten with viciously sharp fangs. This may also make the target flinch.

Dark6010025
Curse

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

Ghost--10
Headbutt

The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.

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Last Resort

This move can be used only after the user has used all the other moves it knows in the battle.

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Magic Coat

Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.

Psychic--15

Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
Bind

Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal158520
Charge Beam

The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric509010
Confide

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Counter

A retaliation move that counters any physical attack, inflicting double the damage taken.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting-10020
Double Team

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Dream Eater

The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic10010015
Incinerate

The user attacks opposing Pokémon with fire. If a Pokémon is holding a certain item, such as a Berry, the item becomes burned up and unusable.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fire6010015
Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Pain Split

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Psych Up

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Rock Smash

The user attacks with a punch. This may also lower the target’s Defense stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting4010015
Shock Wave

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric60-20
Spite

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Ghost-10010
Strength

The target is slugged with a punch thrown at maximum power.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal8010015
Swagger

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-8515
Toxic

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison-9010
Water Pulse

The user attacks the target with a pulsing blast of water. This may also confuse the target.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Water6010020
Zap Cannon

The user fires an electric blast like a cannon to inflict damage and cause paralysis.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric120505

Ability options available to this Pokémon in this game.

Serene Grace

Ability Slot 1

Boosts the likelihood of additional effects occurring when attacking.

Doubles the chance of moves’ extra effects occurring.

Run Away

Ability Slot 2

Enables a sure getaway from wild Pokémon.

Ensures success fleeing from wild battles.

Rattled(Hidden Ability)

Dark-, Ghost-, and Bug-type moves scare the Pokémon and boost its Speed stat.

Raises Speed after a damaging Bug-, Dark- or Ghost-type hit, or Intimidate.

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