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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).

Arctozolt sprite

#0881

Arctozolt

electricice2.3 m · 150.0 kg

Base stats 505 total

HP
90
Atk
100
Def
90
SpA
90
SpD
80
Spe
55

Abilities

  • Volt Absorb
  • Static
  • Slush Rush hidden

Learnset

Showing Sword / ShieldArctozolt doesn't appear in Other ROM hack.

Level13

  • 1Powder SnowiceSpecial40 BP100% acc25 PPHas a chance to freeze the target.
  • 1Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
  • 7ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • 14Echoed VoicenormalSpecial40 BP100% acc15 PPPower increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
  • 21Ancient PowerrockSpecial60 BP100% acc5 PPHas a chance to raise all of the user’s stats by one stage.
  • 28PluckflyingPhysical60 BP100% acc20 PPIf target has a berry, inflicts double damage and uses the berry.
  • 35AvalancheicePhysical60 BP100% acc10 PPInflicts double damage if the user takes damage before attacking this turn.
  • 42Freeze DryiceSpecial70 BP100% acc20 PPSuper-effective against Water.
  • 49SlamnormalPhysical80 BP75% acc20 PPInflicts regular damage with no additional effect.
  • 56DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 63Bolt BeakelectricPhysical85 BP100% acc10 PPPower doubles if the user moves before the target.
  • 70Icicle CrashicePhysical85 BP90% acc10 PPHas a chance to make the target flinch.
  • 77BlizzardiceSpecial110 BP70% acc5 PPHas a chance to freeze the target.

TM/HM41

  • AvalancheicePhysical60 BP100% acc10 PPInflicts double damage if the user takes damage before attacking this turn.
  • BlizzardiceSpecial110 BP70% acc5 PPHas a chance to freeze the target.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • HailiceStatus10 PPChanges the weather to a hailstorm for five turns.
  • Hydro PumpwaterSpecial110 BP80% acc5 PPInflicts regular damage with no additional effect.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Hyper VoicenormalSpecial90 BP100% acc10 PPInflicts regular damage with no additional effect.
  • Ice BeamiceSpecial90 BP100% acc10 PPHas a chance to freeze the target.
  • Ice FangicePhysical65 BP95% acc15 PPHas a chance to freeze the target and a chance to make the target flinch.
  • Icicle SpearicePhysical25 BP100% acc30 PPHits 2-5 times in one turn.
  • Icy WindiceSpecial55 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • Iron TailsteelPhysical100 BP75% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • Low KickfightingPhysical100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Mega KicknormalPhysical120 BP75% acc5 PPInflicts regular damage with no additional effect.
  • Mega PunchnormalPhysical80 BP85% acc20 PPInflicts regular damage with no additional effect.
  • PaybackdarkPhysical50 BP100% acc10 PPPower is doubled if the target has already moved this turn.
  • 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.
  • Rock BlastrockPhysical25 BP90% acc10 PPHits 2-5 times in one turn.
  • 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.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Stomping TantrumgroundPhysical75 BP100% acc10 PPHas double power if the user’s last move failed.
  • 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.
  • SurfwaterSpecial90 BP100% acc15 PPInflicts regular damage and can hit Dive users.
  • TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder FangelectricPhysical65 BP95% acc15 PPHas a chance to paralyze the target and a chance to make the target flinch.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.

Tutor2

  • Meteor BeamrockSpecial120 BP90% acc10 PPInflicts regular damage with no additional effect.
  • Rising VoltageelectricSpecial70 BP100% acc20 PPIf Electric Terrain is active and the user is grounded, this move has has its power doubled.

Appears in 1 games

  • Sword / Shield