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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).

Great Tusk sprite

#0984

Great Tusk

groundfighting2.2 m · 320.0 kg

Base stats 570 total

HP
115
Atk
131
Def
131
SpA
53
SpD
53
Spe
87

Abilities

  • Protosynthesis

Learnset

Showing Scarlet / Violetpick a game to switch.

Level17

  • 1Defense CurlnormalStatus40 PPRaises user’s Defense by one stage.
  • 1Horn AttacknormalPhysical65 BP100% acc25 PPInflicts regular damage with no additional effect.
  • 1RolloutrockPhysical30 BP90% acc20 PPPower doubles every turn this move is used in succession after the first, resetting after five turns.
  • 1Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • 7BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • 14TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • 21Rapid SpinnormalPhysical50 BP100% acc40 PPFrees the user from binding moves, removes Leech Seed, and blows away Spikes.
  • 28Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • 35Stomping TantrumgroundPhysical75 BP100% acc10 PPHas double power if the user’s last move failed.
  • 42Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
  • 49EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • 56Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • 63Close CombatfightingPhysical120 BP100% acc5 PPLowers the user’s Defense and Special Defense by one stage after inflicting damage.
  • 70EndeavornormalPhysical100% acc5 PPLowers the target’s HP to equal the user’s.
  • 77MegahornbugPhysical120 BP85% acc10 PPInflicts regular damage with no additional effect.
  • 84Head SmashrockPhysical150 BP80% acc5 PPUser receives 1/2 the damage inflicted in recoil.
  • 91Headlong RushgroundPhysical120 BP100% acc5 PPThe user smashes into the target in a full-body tackle. This also lowers the user’s defensive stats.

TM/HM51

  • 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.
  • Bulk UpfightingStatus20 PPRaises the user’s Attack and Defense by one stage.
  • BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • Close CombatfightingPhysical120 BP100% acc5 PPLowers the user’s Defense and Special Defense by one stage after inflicting damage.
  • 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.
  • 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.
  • 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.
  • Fire FangfirePhysical65 BP95% acc15 PPHas a chance to burn the target and a chance to make the target flinch.
  • 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.
  • Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • High HorsepowergroundPhysical95 BP95% acc10 PPInflicts regular damage with no additional effect.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Ice FangicePhysical65 BP95% acc15 PPHas a chance to freeze the target and a chance to make the target flinch.
  • 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.
  • Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
  • Mud ShotgroundSpecial55 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • Mud SlapgroundSpecial20 BP100% acc10 PPHas a chance to lower the target’s accuracy by one stage.
  • Play RoughfairyPhysical90 BP90% acc10 PPHas a chance to lower the target’s Attack by one stage.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • PsyshockpsychicSpecial80 BP100% acc10 PPInflicts damage based on the target’s Defense, not Special Defense.
  • 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.
  • 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.
  • 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.
  • Smack DownrockPhysical50 BP100% acc15 PPRemoves any immunity to Ground damage.
  • Smart StrikesteelPhysical70 BP10 PPNever misses.
  • Stealth RockrockStatus20 PPCauses damage when opposing Pokémon switch in.
  • 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.
  • 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.
  • 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.
  • Temper FlarefirePhysical75 BP100% acc10 PPSpurred by desperation, the user attacks the target. This move's power is doubled if the user's previous move failed.
  • 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.
  • Throat ChopdarkPhysical80 BP100% acc15 PPPrevents the target from using sound-based moves for two turns.
  • Thunder FangelectricPhysical65 BP95% acc15 PPHas a chance to paralyze the target and a chance to make the target flinch.
  • Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.

Appears in 1 games

  • Scarlet / Violet