Gorebyss
- Speed
- 52
- Gender
- Female or male
- Population
- 0
Abilities
- Swift Swim
Doubles Speed during rain and in water.
- Hydration
-
(Hidden ability.) Immediately heals major status ailments during rain or in water.
Type matchups
- Weak to (1.5×)
- GrassElectric
- Resistant to (0.67×)
- FireWaterIceSteel
- Immune to (0×)
- None
Evolution
Clamperl | |
Huntail
battle holding a Deep Sea Tooth |
Gorebyss
battle holding a Deep Sea Scale |
Moves
Move | Type | Stat | Pow. | En. | Acc. | Pri. | Summary |
---|---|---|---|---|---|---|---|
Agility | Psychic | — | — | 2% | — | Raises the user's Speed by two stages. |
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Amnesia | Psychic | — | — | 2% | — | Raises the user's Special Defense by two stages. The user forgets one of its own attacks. |
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Aqua Ring | Water | — | — | 5% | — | Heals 1% of the user's health after each action, as long as it has remained in the Aqua Ring. |
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Aqua Tail | Water | Physical | 90 | 5% | 90% | Deals damage. No other effect. |
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Attract | Normal | — | — | 4% | 100% | Infatuates the target if it is the opposite gender. |
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Barrier | Psychic | — | — | 2% | — | Raises the user's Defense by two stages. |
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Baton Pass | Normal | — | — | 3% | — | Switches out, passing the user's stat modifiers and various effects to its replacement. |
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Bind | Normal | Physical | 15 | 2% | 85% | Traps the target and deals 1% damage after each action for 4-5 actions. |
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Blizzard | Ice | Special | 110 | 7% | 70% | Has a 10% chance to freeze each target. |
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Body Slam | Normal | Physical | 85 | 6% | 100% | Has a 30% chance to paralyze the target. |
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Bounce | Physical | 85 | 6% | 85% | Leaps up high, avoiding most moves, then attacks. Costs 3% extra energy to do both in one action. Has a 30% chance to paralyze the target. |
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Brine | Water | Special | 65 | 4% | 100% | Base power is doubled if the target is below 50% health. |
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Captivate | Normal | — | — | 2% | 100% | Lowers the target's Special Attack by two stages if it is the opposite gender. |
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Clamp | Water | Physical | 35 | 3% | 85% | Traps the target and deals 1% damage after each action for 4-5 actions. |
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Coil | Poison | — | — | 3% | — | Raises the user's Attack, Defense, and Accuracy by one stage. |
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Confide | Normal | — | — | 1% | — | Lowers the target's Special Attack by one stage. |
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Confuse Ray | Ghost | — | — | 4% | 100% | Confuses the target. |
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Confusion | Psychic | Special | 50 | 3% | 100% | Has a 10% chance to confuse the target. |
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Dive | Water | Physical | 80 | 4% | 100% | Dives underwater, dodging most moves, then hits. Costs 3% extra energy to do both in one action. |
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Double-Edge | Normal | Physical | 120 | 7% | 100% | Deals recoil damage to the user equal to 1/3 the damage dealt. |
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Double Team | Normal | — | — | * | — | Produces a number of illusory clones which act as decoys for single-target moves. |
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Draining Kiss | Fairy | Special | 50 | 3% | 100% | Drains 3/4 of the damage dealt to heal the user. |
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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. |
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Frustration | Normal | Physical | * | * | 100% | Base power and energy cost vary with the user's mood. |
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Giga Impact | Normal | Physical | 150 | 9% | 90% | Requires an action to recharge. Can be used in one action for 3% extra energy. |
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Hail | Ice | — | — | 5% | — | Changes the weather to hail for nine actions. |
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Hidden Power | Normal | Special | 60 | 3% | 100% | Type is randomized per Pokémon per battle. |
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Hydro Pump | Water | Special | 110 | 7% | 80% | Deals damage. No other effect. |
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Hyper Beam | Normal | Special | 150 | 9% | 90% | Requires an action to recharge. Can be used in one action for 3% extra energy. |
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Ice Beam | Ice | Special | 90 | 5% | 100% | Has a 10% chance to freeze the target. |
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Icy Wind | Ice | Special | 55 | 4% | 95% | Has a 100% chance to lower each target's Speed by one stage. |
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Infestation | Bug | Special | 20 | 2% | 100% | Traps the target and deals 1% damage after each action for 4-5 actions. |
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Iron Defense | Steel | — | — | 2% | — | Raises the user's Defense by two stages. |
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Mimic | Normal | — | — | 1% | — | Becomes any move used by any Pokémon since the user entered battle; reverts when the user leaves battle. |
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Muddy Water | Water | Special | 90 | 6% | 85% | Has a 30% chance to lower each target's Accuracy by one stage. |
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Mud-Slap | Ground | Special | 20 | 2% | 100% | Has a 100% chance to lower the target's Accuracy by one stage. |
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Mud Sport | Ground | — | — | 3% | — | Lowers the effectiveness of Electric-type moves used against any friendly Pokémon by one stage for nine actions. |
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Natural Gift | Normal | Physical | * | * | 100% | Varies based on the user's signature move. |
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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. |
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Psych Up | Normal | — | — | * | — | Copies the target's stat stages. |
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Rain Dance | Water | — | — | 5% | — | Changes the weather to rain for nine actions. |
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Refresh | Normal | — | — | 4% | — | Heals the user's major status ailments. |
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Rest | Psychic | — | — | * | — | Puts the user to sleep and fully heals it over three actions. |
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Return | Normal | Physical | * | * | 100% | Base power and energy cost vary with the user's mood. |
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Round | Normal | Special | 60 | 3% | 100% | Has double power if used by multiple Pokémon in one action. |
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Safeguard | Normal | — | — | * | — | Protects the user and its allies from status ailments for five actions. |
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Scald | Water | Special | 80 | 5% | 100% | Has a 30% chance to burn the target. |
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Secret Power | Normal | Physical | 70 | 5% | 100% | Has a 30% chance of inflicting an extra effect that depends on the terrain. |
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Shadow Ball | Ghost | Special | 80 | 4% | 100% | Has a 20% chance to lower the target's Special Defense by one stage. |
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Shell Smash | Normal | — | — | 6% | — | Raises the user's Attack, Special Attack, and Speed by two stages, and lowers its Defense and Special Defense by one stage. |
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Signal Beam | Bug | Special | 75 | 4% | 100% | Has a 10% chance to confuse the target. |
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Sleep Talk | Normal | — | — | * | — | Randomly uses any move the user has used since entering battle. Only works while asleep. |
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Snore | Normal | Special | 50 | 4% | 100% | Has a 30% chance to make the target flinch. Only works while asleep. |
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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. |
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Supersonic | Normal | — | — | 1% | 55% | Confuses the target. |
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Surf | Water | Special | 90 | 5% | 100% | Fails if there is not enough water available for the user to manipulate. |
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Swagger | Normal | — | — | 3% | 85% | Confuses the target and raises its Attack by two stages. |
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Swift | Normal | Special | 60 | 3% | — | Never misses. |
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Toxic | Poison | — | — | 4% | 90% | Badly poisons the target. Never misses if the user is Poison-type. |
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Waterfall | Water | Physical | 80 | 4% | 100% | Has a 20% chance to make the target flinch. |
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Water Gun | Water | Special | 40 | 2% | 100% | Deals damage. No other effect. |
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Water Pulse | Water | Special | 60 | 3% | 100% | Has a 20% chance to confuse the target. |
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Water Sport | Water | — | — | 3% | — | Lowers the effectiveness of Fire-type moves used against the user or its allies by one stage for nine actions. |
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Whirlpool | Water | Special | 35 | 3% | 85% | Traps the target and deals 1% damage after each action for 4-5 actions. |