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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).

Cobalion sprite

#0638

Cobalion

steelfighting2.1 m · 250.0 kg

Base stats 580 total

HP
91
Atk
90
Def
129
SpA
90
SpD
72
Spe
108

Abilities

  • Justified

Learnset

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

Level14

  • 1Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • 1LeernormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 1Quick AttacknormalPhysical40 BP100% acc30 PPInflicts regular damage with no additional effect.
  • 1Work UpnormalStatus30 PPRaises the user’s Attack and Special Attack by one stage each.
  • 7Metal ClawsteelPhysical50 BP95% acc35 PPHas a chance to raise the user’s Attack by one stage.
  • 14Quick GuardfightingStatus15 PPPrevents any priority moves from hitting friendly Pokémon this turn.
  • 21Double KickfightingPhysical30 BP100% acc30 PPHits twice in one turn.
  • 28RetaliatenormalPhysical70 BP100% acc5 PPHas double power if a friendly Pokémon fainted last turn.
  • 35Metal BurststeelPhysical100% acc10 PPStrikes back at the last Pokémon to hit the user this turn with 1.5× the damage.
  • 42Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • 49Sacred SwordfightingPhysical90 BP100% acc15 PPIgnores the target’s stat modifiers.
  • 56Swords DancenormalStatus20 PPRaises the user’s Attack by two stages.
  • 63Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • 70Close CombatfightingPhysical120 BP100% acc5 PPLowers the user’s Defense and Special Defense by one stage after inflicting damage.

TM/HM51

  • Aerial AceflyingPhysical60 BP20 PPNever misses.
  • Air SlashflyingSpecial75 BP95% acc15 PPHas a chance to make the target flinch.
  • 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.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special 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.
  • Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • False SwipenormalPhysical40 BP100% acc40 PPCannot lower the target’s HP below 1.
  • Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • Metal ClawsteelPhysical50 BP95% acc35 PPHas a chance to raise the user’s Attack by one stage.
  • Metal SoundsteelStatus85% acc40 PPLowers the target’s Special Defense by two stages.
  • Poison JabpoisonPhysical80 BP100% acc20 PPHas a chance to poison the target.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Psych UpnormalStatus10 PPDiscards the user’s stat changes and copies the target’s.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • ReflectpsychicStatus20 PPReduces damage from physical attacks by half.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • ReversalfightingPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • RoarnormalStatus20 PPImmediately ends wild battles. Forces trainers to switch Pokémon.
  • SandstormrockStatus10 PPChanges the weather to a sandstorm for five turns.
  • 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.
  • Smart StrikesteelPhysical70 BP10 PPNever misses.
  • Stealth RockrockStatus20 PPCauses damage when opposing Pokémon switch in.
  • Steel BeamsteelSpecial140 BP95% acc5 PPInflicts damage, and the user takes damage equal to half of its max HP, rounded up.
  • 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.
  • SwiftnormalSpecial60 BP20 PPNever misses.
  • Swords DancenormalStatus20 PPRaises the user’s Attack by two stages.
  • 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.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • 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.
  • Vacuum WavefightingSpecial40 BP100% acc30 PPInflicts regular damage with no additional effect.
  • Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
  • X ScissorbugPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • 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