The Cave of Dragonflies ASB Database

Rhyperior

GroundRock
Speed
40
Gender
Female or male
Population
0

Abilities

Lightning Rod
Absorbs Electric moves, raising Special Attack by one stage, unless the Pokémon is already immune. Redirects single-target Electric moves to this Pokémon where possible.
Solid Rock
Lowers damage taken from super-effective moves from 1.5× to 1.3×, or from 2× to 1.6×.
Reckless
(Hidden ability.) Multiplies recoil and crash moves' base power by 1.2.

Type matchups

Very weak to (2×)
WaterGrass
Weak to (1.5×)
IceFightingGroundSteel
Resistant to (0.67×)
NormalFireFlyingRock
Very resistant to (0.5×)
Poison
Immune to (0×)
Electric

Evolution

Rhyhorn
Rhydon

4 EXP

Rhyperior

battle holding a Protector

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.
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.
Brick Break Fighting Physical 75 4% 100% Breaks through Reflect and Light Screen.
Brutal Swing Dark Physical 60 3% 100% Deals damage. No other effect.
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.
Chip Away Normal Physical 70 4% 100% Ignores the target's stat modifiers.
Confide Normal 1% Lowers the target's Special Attack by one stage.
Counter Fighting Physical * * 100% −5 Counters a physical move, dealing twice as much damage as the user took.
Crunch Dark Physical 80 4% 100% Has a 20% chance to lower the target's Defense by one stage.
Crush Claw Normal Physical 75 5% 95% Has a 50% chance to lower the target's Defense by one stage.
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.
Cut Normal Physical 50 3% 95% Deals damage. No other effect.
Dig Ground Physical 80 4% 100% Digs underground, 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 Pulse Dragon Special 85 4% 100% Deals damage. No other effect.
Dragon Rush Dragon Physical 100 6% 75% Has a 20% chance to make the target flinch.
Dragon Tail Dragon Physical 60 3% 90% −6 Knocks the target fairly far away, potentially preventing it from reaching the user for a bit.
Drill Run Ground Physical 80 4% 95% Has a critical hit rate one stage higher than normal.
Dynamic Punch Fighting Physical 100 7% 50% Has a 100% chance to confuse the target.
Earth Power Ground Special 90 5% 100% Has a 10% chance to lower the target's Special Defense by one stage.
Earthquake Ground Physical 100 6% 100% Deals damage. No other effect.
Endeavor Normal Physical * * 100% Lowers the target's health to match the user's.
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.
Fire Blast Fire Special 110 7% 85% Has a 10% chance to burn the target.
Fire Fang Fire Physical 65 3% 95% Has a 10% chance to burn the target and a 10% chance to make it flinch.
Fire Punch Fire Physical 75 4% 100% Has a 10% chance to burn the target.
Fissure Ground Physical * * 30% Deals damage equal to the damage cap, or 100% if there is none.
Flamethrower Fire Special 90 5% 100% Has a 10% chance to burn the target.
Flash Cannon Steel Special 80 4% 100% Has a 10% chance to lower the target's Special Defense by one stage.
Fling Dark Physical * * 100% Throws the user's held item at the target. Base power and energy cost depend on the item.
Focus Blast Fighting Special 120 7% 70% Has a 10% chance to lower the target's Special Defense by one stage.
Focus Punch Fighting Physical 150 9% 100% −3 Fails if the user takes damage before using this move.
Frustration Normal Physical * * 100% Base power and energy cost vary with the user's mood.
Fury Attack Normal Physical 15 * 85% Hits 2-5 times in one action. Base power is 15 times the number of hits.
Fury Cutter Bug Physical 40 2% 95% Base power doubles with each successful consecutive use, up to 160.
Giga Impact Normal Physical 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Guard Split Psychic * Averages the user and target's Defense and Special Defense stages.
Hammer Arm Fighting Physical 100 6% 90% Lowers the user's Speed by one stage.
Headbutt Normal Physical 70 5% 100% Has a 30% chance to make the target flinch.
Hidden Power Normal Special 60 3% 100% Type is randomized per Pokémon per battle.
Horn Attack Normal Physical 65 3% 100% Deals damage. No other effect.
Horn Drill Normal Physical * * 30% Deals damage equal to the damage cap, or 100% if there is none.
Hyper Beam Normal Special 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Ice Beam Ice Special 90 5% 100% Has a 10% chance to freeze the target.
Ice Fang Ice Physical 65 3% 95% Has a 10% chance to freeze the target and a 10% chance to make it flinch.
Ice Punch Ice Physical 75 4% 100% Has a 10% chance to freeze the target.
Icy Wind Ice Special 55 4% 95% Has a 100% chance to lower each target's Speed by one stage.
Incinerate Fire Special 60 3% 100% Destroys the target's berry.
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.
Leer Normal 1% 100% Lowers each target's Defense by one stage.
Magnitude Ground Physical * * 100% Base power varies randomly from 10 to 150.
Megahorn Bug Physical 120 7% 85% Deals damage. No other effect.
Mega Kick Normal Physical 120 7% 75% Deals damage. No other effect.
Mega Punch Normal Physical 80 4% 85% Deals damage. No other effect.
Metal Burst Steel Physical * * 100% Counters any damaging move, dealing 1.5× as much damage as the user took. Fails if the user moves first.
Mimic Normal 1% Becomes any move used by any Pokémon since the user entered battle; reverts when the user leaves battle.
Mud-Slap Ground Special 20 2% 100% Has a 100% chance to lower the target's Accuracy by one stage.
Natural Gift Normal Physical * * 100% Has a really complicated effect based on the user's signature move. Going to change this soon.
Outrage Dragon Physical 120 7% 100% Forces the user to use this move for two to three actions, then confuses it.
Payback Dark Physical 50 3% 100% Has double base power if the target has already acted this action.
Pay Day Normal Physical 40 2% 100% Raises prize money by $1, up to $5 per battle.
Poison Jab Poison Physical 80 5% 100% Has a 30% chance to poison the target.
Power-Up Punch Fighting Physical 40 3% 100% Has a 100% chance to raise the user's Attack.
Protect Normal * +4 Protects the user against all moves this action.
Pursuit Dark Physical 40 2% 100% Deals extra damage and hits first if the target is about to switch out or run away.
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.
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.
Reversal Fighting Physical * * 100% Base power rises as the user's health falls.
Roar Normal 3% −6 Tries to make the target flinch. Success rate varies depending on the circumstances.
Rock Blast Rock Physical 25 * 90% Hits 2-5 times in one action. Base power is 25 times the number of hits.
Rock Climb Normal Physical 90 5% 85% Has a 20% chance to confuse the target.
Rock Polish Rock 2% Raises the user's Speed by two stages.
Rock Slide Rock Physical 75 5% 90% Has a 30% chance to make each target flinch.
Rock Smash Fighting Physical 40 3% 100% Has a 50% chance to lower the target's Defense.
Rock Tomb Rock Physical 60 4% 95% Has a 100% chance to lower the target's Speed by one stage.
Rock Wrecker Rock Physical 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Rollout Rock Physical 30 2% 90% Base power doubles with each consecutive use.
Rototiller Ground * Raises the Attack and Special Attack of all Grass Pokémon in battle by one stage.
Round Normal Special 60 3% 100% Has double power if used by multiple Pokémon in one action.
Sandstorm Rock 5% Changes the weather to a sandstorm for nine actions.
Scary Face Normal 2% 100% Lowers the target's Speed by two stages.
Secret Power Normal Physical 70 5% 100% Has a 30% chance of inflicting an extra effect that depends on the terrain.
Seismic Toss Fighting Physical * * 100% Base power and energy cost vary based on the user and target's weights.
Shadow Claw Ghost Physical 70 4% 100% Has a critical hit rate one stage higher than normal.
Shock Wave Electric Special 60 3% Never misses.
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.
Smack Down Rock Physical 50 3% 100% Knocks the target to the ground.
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.
Spite Ghost 5% 100% Raises the energy cost of the target's last move by 4% until it leaves battle.
Stealth Rock Rock 2% Scatters floating rocks which deal 2% Rock-type damage to any Pokémon who bumps them.
Stomp Normal Physical 65 4% 100% Has a 30% chance to make the target flinch.
Stomping Tantrum Ground Physical 75 4% 100% Has double power if the user's previous move failed.
Stone Edge Rock Physical 100 6% 80% Has a critical hit rate one stage higher than normal.
Strength Normal Physical 80 4% 100% Deals damage. No other effect.
Submission Fighting Physical 80 4% 80% Deals recoil damage to the user equal to 1/4 of the damage dealt.
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.
Sunny Day Fire 5% Changes the weather to strong sunlight for nine actions.
Superpower Fighting Physical 120 7% 100% Lowers the user's Attack and Defense by one stage.
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.
Swords Dance Normal 2% Raises the user's Attack by two stages.
Tail Whip Normal 1% 100% Lowers each target's Defense by one stage.
Take Down Normal Physical 90 5% 85% Deals recoil damage to the user equal to 1/4 the damage dealt.
Thief Dark Physical 60 3% 100% Steals the target's held item.
Thrash Normal Physical 120 7% 100% Forces the user to use this move for two to three actions, then confuses it.
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.
Thunder Fang Electric Physical 65 3% 95% Has a 10% chance to paralyze the target and a 10% chance to make it flinch.
Thunder Punch Electric Physical 75 4% 100% Has a 10% chance to paralyze the target.
Toxic Poison 4% 90% Badly poisons the target. Never misses if the user is Poison-type.
Uproar Normal Special 90 5% 100% Prevents Pokemon from falling asleep for up to three actions.
Water Gun Water Special 40 2% 100% Deals damage. No other effect.
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.