#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 / Shield — Arctozolt doesn't appear in Scarlet / Violet.
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