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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).

Scraggy sprite

#0559

Scraggy

darkfighting0.6 m · 11.8 kg

Base stats 348 total

HP
50
Atk
75
Def
70
SpA
35
SpD
70
Spe
48

Abilities

  • Shed Skin
  • Moxie
  • Intimidate hidden

Learnset

What Scraggy learns in Scarlet / Violet. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level15

  • 1LeernormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 1Low KickfightingPhysical100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • 4PaybackdarkPhysical50 BP100% acc10 PPPower is doubled if the target has already moved this turn.
  • 8HeadbuttnormalPhysical70 BP100% acc15 PPHas a chance to make the target flinch.
  • 12Sand AttackgroundStatus100% acc15 PPLowers the target’s accuracy by one stage.
  • 16FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • 20TormentdarkStatus100% acc15 PPPrevents the target from using the same move twice in a row.
  • 24Beat UpdarkPhysical100% acc10 PPHits once for every conscious Pokémon the trainer has.
  • 28Scary FacenormalStatus100% acc10 PPLowers the target’s Speed by two stages.
  • 32Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • 36SwaggernormalStatus85% acc15 PPRaises the target’s Attack by two stages and confuses the target.
  • 40CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • 44High Jump KickfightingPhysical130 BP90% acc10 PPIf the user misses, it takes half the damage it would have inflicted in recoil.
  • 48Focus PunchfightingPhysical150 BP100% acc20 PPIf the user takes damage before attacking, the attack is canceled.
  • 52Head SmashrockPhysical150 BP80% acc5 PPUser receives 1/2 the damage inflicted in recoil.

Egg4

  • CounterfightingPhysical100% acc20 PPInflicts twice the damage the user received from the last physical hit it took.
  • DetectfightingStatus5 PPPrevents any moves from hitting the user this turn.
  • Fake OutnormalPhysical40 BP100% acc10 PPCan only be used as the first move after the user enters battle. Causes the target to flinch.
  • Quick GuardfightingStatus15 PPPrevents any priority moves from hitting friendly Pokémon this turn.

TM/HM61

  • Acid SpraypoisonSpecial40 BP100% acc20 PPLowers the target’s Special Defense by two stages.
  • AmnesiapsychicStatus20 PPRaises the user’s Special Defense by two stages.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • Bulk UpfightingStatus20 PPRaises the user’s Attack and Defense by one stage.
  • Close CombatfightingPhysical120 BP100% acc5 PPLowers the user’s Defense and Special Defense by one stage after inflicting damage.
  • CoachingfightingStatus10 PPRaises the target's Attack and Defense by 1 stage. Fails if there is no ally adjacent to the user.
  • CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • CurseghostStatus10 PPGhosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
  • Dark PulsedarkSpecial80 BP100% acc15 PPHas a chance to make the target flinch.
  • DiggroundPhysical80 BP100% acc10 PPUser digs underground, dodging all attacks, and hits next turn.
  • Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • Dragon ClawdragonPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • Dragon DancedragonStatus20 PPRaises the user’s Attack and Speed by one stage.
  • Dragon PulsedragonSpecial85 BP100% acc10 PPInflicts regular damage with no additional effect.
  • Dragon TaildragonPhysical60 BP90% acc10 PPEnds wild battles. Forces trainers to switch Pokémon.
  • Drain PunchfightingPhysical75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
  • EncorenormalStatus100% acc5 PPForces the target to repeat its last used move every turn for 2 to 6 turns.
  • EndeavornormalPhysical100% acc5 PPLowers the target’s HP to equal the user’s.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Fake TearsdarkStatus100% acc20 PPLowers the target’s Special Defense by two stages.
  • Fire PunchfirePhysical75 BP100% acc15 PPHas a chance to burn the target.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
  • Focus PunchfightingPhysical150 BP100% acc20 PPIf the user takes damage before attacking, the attack is canceled.
  • Foul PlaydarkPhysical95 BP100% acc15 PPCalculates damage with the target’s attacking stat.
  • Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
  • Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
  • Lash OutdarkPhysical75 BP100% acc5 PPInflicts regular damage with no additional effect.
  • Low KickfightingPhysical100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Low SweepfightingPhysical65 BP100% acc20 PPLowers the target’s Speed by one stage.
  • Poison JabpoisonPhysical80 BP100% acc20 PPHas a chance to poison the target.
  • 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.
  • Rock TombrockPhysical60 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • Scary FacenormalStatus100% acc10 PPLowers the target’s Speed by two stages.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • Sludge BombpoisonSpecial90 BP100% acc10 PPHas a chance to poison the target.
  • Smack DownrockPhysical50 BP100% acc15 PPRemoves any immunity to Ground damage.
  • SnarldarkSpecial55 BP95% acc15 PPHas a chance to lower the target’s Special Attack by one stage.
  • Stone EdgerockPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
  • 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.
  • Super FangnormalPhysical90% acc10 PPInflicts damage equal to half the target’s HP.
  • Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • Tera BlastnormalSpecial80 BP100% acc10 PPIf the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
  • ThiefdarkPhysical60 BP100% acc25 PPTakes the target’s item.
  • Throat ChopdarkPhysical80 BP100% acc15 PPPrevents the target from using sound-based moves for two turns.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • TrailblazegrassPhysical50 BP100% acc20 PPThe user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.
  • Upper HandfightingPhysical65 BP100% acc15 PPThe user reacts to the target's movement and strikes with the heel of its palm, making the target flinch. This move fails if the target is not readying a priority move.
  • UproarnormalSpecial90 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.
  • Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.

Appears in 8 games

  • Black / White
  • Black 2 / White 2
  • X / Y
  • Omega Ruby / Alpha Sapphire
  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Sword / Shield
  • Scarlet / Violet