Skip to content

Pokédex

Sign in

Demo data accounts are live, the database isn't. Every run below is seeded and nothing saves. Add your Supabase keys to .env.local to make it real (see SETUP.md § Supabase).

Terapagos sprite

#1024

Terapagos

normal0.2 m · 6.5 kg

Base stats 450 total

HP
90
Atk
65
Def
85
SpA
65
SpD
85
Spe
60

Abilities

  • Tera Shift

Learnset

Showing Scarlet / Violetpick a game to switch.

Level12

  • 1Rapid SpinnormalPhysical50 BP100% acc40 PPFrees the user from binding moves, removes Leech Seed, and blows away Spikes.
  • 1Tri AttacknormalSpecial80 BP100% acc10 PPHas a chance to burn, freeze, or paralyze the target.
  • 1WithdrawwaterStatus40 PPRaises the user’s Defense by one stage.
  • 10Ancient PowerrockSpecial60 BP100% acc5 PPHas a chance to raise all of the user’s stats by one stage.
  • 20HeadbuttnormalPhysical70 BP100% acc15 PPHas a chance to make the target flinch.
  • 30ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • 40Earth PowergroundSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 50Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • 60Tera StarstormnormalSpecial120 BP100% acc5 PPWith the power of its crystals, the user bombards and eliminates the target. When used by Terapagos in its Stellar Form, this move damages all opposing Pokémon.
  • 70Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • 80Rock PolishrockStatus20 PPRaises the user’s Speed by two stages.
  • 90Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.

TM/HM52

  • Aura SpherefightingSpecial80 BP20 PPNever misses.
  • Body PressfightingPhysical80 BP100% acc10 PPDamage is calculated using the user's Defense stat as its Attack, including stat stage changes.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • Bug BuzzbugSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
  • CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • Dark PulsedarkSpecial80 BP100% acc15 PPHas a chance to make the target flinch.
  • Dazzling GleamfairySpecial80 BP100% acc10 PPInflicts regular damage with no additional effect.
  • Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • Dragon PulsedragonSpecial85 BP100% acc10 PPInflicts regular damage with no additional effect.
  • Earth PowergroundSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • Energy BallgrassSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • FlamethrowerfireSpecial90 BP100% acc15 PPHas a chance to burn the target.
  • Flare BlitzfirePhysical120 BP100% acc15 PPUser takes 1/3 the damage inflicted in recoil. Has a chance to burn the target.
  • Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • GravitypsychicStatus5 PPDisables moves and immunities that involve flying or levitating for five turns.
  • Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • Heat CrashfirePhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Ice BeamiceSpecial90 BP100% acc10 PPHas a chance to freeze the target.
  • Ice SpinnericePhysical80 BP100% acc15 PPThe user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain.
  • Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • Meteor BeamrockSpecial120 BP90% acc10 PPInflicts regular damage with no additional effect.
  • Power GemrockSpecial80 BP100% acc20 PPInflicts regular damage with no additional effect.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • RoarnormalStatus20 PPImmediately ends wild battles. Forces trainers to switch Pokémon.
  • Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • Scorching SandsgroundSpecial70 BP100% acc10 PPHas a chance to burn the target.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • Solar BeamgrassSpecial120 BP100% acc10 PPRequires a turn to charge before attacking.
  • Stealth RockrockStatus20 PPCauses damage when opposing Pokémon switch in.
  • Stone EdgerockPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
  • Stored PowerpsychicSpecial20 BP100% acc10 PPPower is higher the more the user’s stats have been raised, to a maximum of 31×.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • Supercell SlamelectricPhysical100 BP95% acc15 PPThe user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead.
  • SurfwaterSpecial90 BP100% acc15 PPInflicts regular damage and can hit Dive users.
  • Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.
  • Water PulsewaterSpecial60 BP100% acc20 PPHas a chance to confuse the target.
  • Weather BallnormalSpecial50 BP100% acc10 PPIf there be weather, this move has doubled power and the weather’s type.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
  • Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.

Appears in 1 games

  • Scarlet / Violet