The Cave of Dragonflies ASB Database

Lapras

WaterIce
Speed
60
Rarity
8 ($30)
Gender
Female or male
Population
5

Abilities

Water Absorb
Absorbs Water moves, restoring health equal to 0.1× the move's base power, or 1% for non-damaging moves. Restores 5% health with the use of an action in water.
Shell Armor
Protects against critical hits.
Hydration
(Hidden ability.) Immediately heals major status ailments during rain or in water.

Type matchups

Very weak to (2×)
None
Weak to (1.5×)
GrassElectricFightingRock
Resistant to (0.67×)
Water
Very resistant to (0.5×)
Ice
Immune to (0×)
None

Evolution

Lapras

Moves

Move Type Stat Pow. En. Acc. Pri. Summary
Ancient Power Rock Special 60 3% 100% Has a 10% chance to raise all stats (except Evasion and Accuracy) by one stage.
Aqua Tail Water Physical 90 5% 90% Deals damage. No other effect.
Attract Normal 4% 100% Infatuates the target if it is the opposite gender.
Aurora Beam Ice Special 65 3% 100% Has a 10% chance to lower the target's Attack by one stage.
Avalanche Ice Physical 60 3% 100% −4 Base power is doubled if the user has already taken damage this action.
Bide Normal Physical * * +1 Stores energy for three actions, then damages the target for twice the total damage taken.
Blizzard Ice Special 110 7% 70% Has a 10% chance to freeze each target.
Block Normal 3% Blocks the target's path, preventing it from switching or using moves that require a lot of movement.
Body Slam Normal Physical 85 6% 100% Has a 30% chance to paralyze the target.
Brine Water Special 65 3% 100% Base power is doubled if the target is below 50% health.
Bubble Beam Water Special 65 3% 100% Has a 10% chance to lower the target's Speed by one stage.
Bulldoze Ground Physical 60 4% 100% Has a 100% chance to lower each target's Speed by one stage.
Captivate Normal 2% 100% Lowers the target's Special Attack by two stages if it is the opposite gender.
Confide Normal 1% Lowers the target's Special Attack by one stage.
Confuse Ray Ghost 4% 100% Confuses the target.
Curse Ghost * Ghost users: costs half health; deals damage to the target after each round. Others: raises Attack and Defense but lowers Speed by one stage.
Dive Water Physical 80 4% 100% Dives underwater, dodging most moves, then hits. Costs 3% extra energy to do both in one action.
Double-Edge Normal Physical 120 7% 100% Deals recoil damage to the user equal to 1/3 the damage dealt.
Double Team Normal * Produces a number of illusory clones which act as decoys for single-target moves.
Dragon Breath Dragon Special 60 4% 100% Has a 30% chance to paralyze the target.
Dragon Dance Dragon 2% Raises the user's Attack and Speed by one stage.
Dragon Pulse Dragon Special 85 4% 100% Deals damage. No other effect.
Dragon Rage Dragon Special * 2% 100% Always does exactly 4% damage, unless the target is immune.
Dream Eater Psychic Special 100 6% 100% Drains half the damage dealt to heal the user. Only works on sleeping targets.
Drill Run Ground Physical 80 4% 95% Has a critical hit rate one stage higher than normal.
Echoed Voice Normal Special 40 2% 100% Base power doubles with each use by any friendly Pokémon, up to 200, but resets if a full action goes by without use.
Endure Normal * +4 Prevents direct damage from lowering the user's health below 1% this action.
Facade Normal Physical 70 4% 100% Base power is doubled if the user has a major status ailment, excluding sleep.
Fissure Ground Physical * * 30% Deals damage equal to the damage cap, or 100% if there is none.
Foresight Normal 5% Resets each target's Evasion stages and makes Ghost-types vulnerable to Normal- and Fighting-type moves for six actions.
Freeze-Dry Ice Special 70 4% 100% Is super-effective against Water and has a 10% chance to freeze the target.
Frost Breath Ice Special 60 3% 90% Always scores a critical hit.
Frustration Normal Physical * * 100% Base power and energy cost vary with the user's mood.
Future Sight Psychic Special 120 7% 100% Hits the target two to three actions later, at the end of the action.
Giga Impact Normal Physical 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Growl Normal 1% 100% Lowers each target's Attack by one stage.
Hail Ice 5% Changes the weather to hail for nine actions.
Headbutt Normal Physical 70 5% 100% Has a 30% chance to make the target flinch.
Heal Bell Normal 4% Heals the status conditions of all Pokémon who hear the bell.
Hidden Power Normal Special 60 3% 100% Type is randomized per Pokémon per battle.
Horn Drill Normal Physical * * 30% Deals damage equal to the damage cap, or 100% if there is none.
Hydro Pump Water Special 110 7% 80% Deals damage. No other effect.
Hyper Beam Normal Special 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Hyper Voice Normal Special 90 5% 100% Deals damage. No other effect.
Ice Beam Ice Special 90 5% 100% Has a 10% chance to freeze the target.
Ice Shard Ice Physical 40 3% 100% +1 Deals damage. No other effect.
Icy Wind Ice Special 55 4% 95% Has a 100% chance to lower each target's Speed by one stage.
Iron Head Steel Physical 80 5% 100% Has a 30% chance to make the target flinch.
Iron Tail Steel Physical 100 7% 75% Has a 30% chance to lower the target's Defense by one stage.
Mimic Normal 1% Becomes any move used by any Pokémon since the user entered battle; reverts when the user leaves battle.
Mist Ice 4% Prevents stat drops and lowers the accuracy of all moves by 10% for five actions.
Natural Gift Normal Physical * * 100% Has a really complicated effect based on the user's signature move. Going to change this soon.
Nightmare Ghost 4% 100% Damages the target for 5% health after each action as long as it stays asleep.
Outrage Dragon Physical 120 7% 100% Forces the user to use this move for two to three actions, then confuses it.
Perish Song Normal 5% Causes all Pokémon currently on the field to faint in three rounds if they are still on the field.
Protect Normal * +4 Protects the user against all moves this action.
Psychic Psychic Special 90 5% 100% Has a 10% chance to lower the target's Special Defense by one stage.
Psywave Psychic Special * * 100% Damage varies randomly between 0.5× and 1.5× the user's experience, up to 10 experience.
Rage Normal Physical 20 1% 100% If the user damaged between this move and the next, its Attack will increase.
Rain Dance Water 5% Changes the weather to rain for nine actions.
Reflect Psychic * Halves damage taken from physical moves for five actions.
Refresh Normal 4% Heals the user's major status ailments.
Rest Psychic * Puts the user to sleep and fully heals it over three actions.
Return Normal Physical * * 100% Base power and energy cost vary with the user's mood.
Roar Normal 3% −6 Tries to make the target flinch. Success rate varies depending on the circumstances.
Rock Smash Fighting Physical 40 3% 100% Has a 50% chance to lower the target's Defense.
Round Normal Special 60 3% 100% Has double power if used by multiple Pokémon in one action.
Safeguard Normal * Protects the user and its allies from status ailments for five actions.
Secret Power Normal Physical 70 5% 100% Has a 30% chance of inflicting an extra effect that depends on the terrain.
Sheer Cold Ice Special * * 30% Deals damage equal to the damage cap, or 100% if there is none.
Shock Wave Electric Special 60 3% Never misses.
Signal Beam Bug Special 75 4% 100% Has a 10% chance to confuse the target.
Sing Normal 1% 55% Puts the target to sleep.
Skull Bash Normal Physical 130 8% 100% Requires an action to charge, during which the user's Defense is raised by one stage. Can be used in one action for 3% extra energy.
Sleep Talk Normal * Randomly uses any move the user has used since entering battle. Only works while asleep.
Smart Strike Steel Physical 70 4% Never misses.
Snore Normal Special 50 4% 100% Has a 30% chance to make the target flinch. Only works while asleep.
Solar Beam Grass Special 120 7% 100% Requires an action to charge. Can be used in one action for 3% extra energy.
Strength Normal Physical 80 4% 100% Deals damage. No other effect.
Substitute Normal * Transfers 10%, 15%, or 20% of the user's health into a doll, which blocks moves targetting the user until the doll's health reaches 0.
Surf Water Special 90 5% 100% Fails if there is not enough water available for the user to manipulate.
Swagger Normal 3% 85% Confuses the target and raises its Attack by two stages.
Take Down Normal Physical 90 5% 85% Deals recoil damage to the user equal to 1/4 the damage dealt.
Thunder Electric Special 110 8% 70% Has a 30% chance to paralyze the target.
Thunderbolt Electric Special 90 5% 100% Has a 10% chance to paralyze the target.
Tickle Normal 2% 100% Lowers the target's Attack and Defense by one stage.
Toxic Poison 4% 90% Badly poisons the target. Never misses if the user is Poison-type.
Waterfall Water Physical 80 4% 100% Has a 20% chance to make the target flinch.
Water Gun Water Special 40 2% 100% Deals damage. No other effect.
Water Pulse Water Special 60 3% 100% Has a 20% chance to confuse the target.
Whirlpool Water Special 35 3% 85% Traps the target and deals 1% damage after each action for 4-5 actions.
Zap Cannon Electric Special 120 8% 50% Has a 100% chance to paralyze the target.
Zen Headbutt Psychic Physical 80 4% 90% Has a 20% chance to make the target flinch.

Lapras in the league

Name Trainer Ability XP :3 Item
Fubuki Eta Carinae Water Absorb 0 0
Kiki en_gardevoir Hydration 0 0
Lapras Negrek Water Absorb 0 0 Enigma Berry
Névé Keldeo Water Absorb 2 2 Expert Belt
Valeria Espeon Water Absorb 2 2