#713 Avalugg

General Location Attacks Stats Egg Moves
Gen IX Dex Gen VIII Dex Gen VII Dex Gen VI Dex
Champions Pokédex

Picture
Normal Sprite
Regular Form Hisuian Form
Name Other Names No. Gender Ratio Type
Avalugg
Japan: Crebase
クレベース
French: Séracrawl
German: Arktilas
Korean: 크레베이스
National: #713
Male :50%
Female :50%
Normal Ice-type
Hisuian Ice-type Rock-type
Classification Height Weight
Iceberg Pokémon 6'07" / 4'07"
2m / 1.4m
1113.3lbs / 578.5lbs
505kg / 262.4kg
Abilities: Own Tempo - Ice Body - Sturdy (Avalugg) - Strong Jaw- Ice Body - Sturdy (Hisuian Form)
Own Tempo: The Pokémon cannot be Confused while having this ability. Blocks Intimidate
Ice Body: HP is restored by 1/16th of maximum HP when its Snowing. :
Sturdy: The Pokémon will remain with 1 HP if it was going to be knocked out by a move when at full Hit Points, and it is immune to One Hit KO moves.
Hisuian Form Abilities:
Strong Jaw: Increases the power of biting moves by 50%
Ice Body: HP is restored by 1/16th of maximum HP when its Snowing. :
Sturdy: The Pokémon will remain with 1 HP if it was going to be knocked out by a move when at full Hit Points, and it is immune to One Hit KO moves.

Weakness

Attacking Move Type: Normal-type Attacking Move Type: Fire-type Attacking Move Type: Water-type Attacking Move Type: Electric-type Attacking Move Type: Grass-type Attacking Move Type: Ice-type Attacking Move Type: Fighting-type Attacking Move Type: Poison-type Attacking Move Type: Ground-type Attacking Move Type: Flying-type Attacking Move Type: Psychic-type Attacking Move Type: Bug-type Attacking Move Type: Rock-type Attacking Move Type: Ghost-type Attacking Move Type: Dragon-type Attacking Move Type: Dark-type Attacking Move Type: Steel-type Attacking Move Type: Fairy-type
*1 *2 *1 *1 *1 *0.5 *2 *1 *1 *1 *1 *1 *2 *1 *1 *1 *2 *1
Damage Taken Hisuian Form
*0.5 *1 *2 *1 *2 *0.5 *4 *0.5 *2 *0.5 *1 *1 *2 *1 *1 *1 *4 *1
Evolutionary Chain
Avalugg
Alternate Forms
Kalosian FormHisuian Form
Kalosian FormHisuian Form
Avalugg is one of several Pokémon that have Region Forms. If caught in Hisui, it will have its Hisuian Form
Standard Moves AnchorsHisuian Standard

Standard Moves

Attack NameTypeCat.Att.Acc.PPEffect %
Aurora Veil Aurora Veil - Ice-type Aurora Veil: Other Move -- 101 20 --
Gives the user's side the Aurora Veil status for 5 turns. This move can be used only in snow.
Avalanche Avalanche - Ice-type Avalanche: Physical Move 60 100 12 --
This move's power is doubled if the target has already dealt damage to the user with a move in the same turn.
Bite Bite - Dark-type Bite: Physical Move 60 100 20 30
Has a 30% chance of making the target flinch.
Blizzard Blizzard - Ice-type Blizzard: Special Move 110 70 8 10
Has a 10% chance of freezing targets. This move never misses in snow.
Body Press Body Press - Fighting-type Body Press: Physical Move 80 100 12 --
The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Body Slam Body Slam - Normal-type Body Slam: Physical Move 85 100 16 30
Has a 30% chance of paralyzing the target. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Bulldoze Bulldoze - Ground-type Bulldoze: Physical Move 60 100 20 --
Lowers targets' Speed stats by 1 stage. When Grassy Terrain is active this move's power is halved.
Chilling Water Chilling Water - Water-type Chilling Water: Special Move 50 100 20 --
Lowers the target's Attack stat by 1 stage.
Crunch Crunch - Dark-type Crunch: Physical Move 80 100 16 20
Has a 20% chance of lowering the target's Defense stat by 1 stage.
Curse Curse - Ghost-type Curse: Other Move -- 101 12 --
Ghost-type: The user loses 1/2 of its max HP to give the target the Cursed status.
Non-Ghost-type: Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Double-Edge Double-Edge - Normal-type Double-Edge: Physical Move 120 100 16 --
The user takes 1/3 of the damage dealt by this move.
Earthquake Earthquake - Ground-type Earthquake: Physical Move 100 100 12 --
This move's power is doubled against targets that have the Underground status. When Grassy Terrain is active this move's power is halved.
Endure Endure - Normal-type Endure: Other Move -- 101 12 --
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Facade Facade - Normal-type Facade: Physical Move 70 100 20 --
This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Flash Cannon Flash Cannon - Steel-type Flash Cannon: Special Move 80 100 12 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Frost Breath Frost Breath - Ice-type Frost Breath: Special Move 60 90 12 100
Always a critical hit.
Giga Impact Giga Impact - Normal-type Giga Impact: Physical Move 150 90 8 --
The user gains the Recharging status on the turn after this move is used.
Gyro Ball Gyro Ball - Steel-type Gyro Ball: Physical Move ?? 100 8 --
The lower the user's Speed stat compared to the target's the greater this move's power (ranging between 1 and 150).
Heavy Slam Heavy Slam - Steel-type Heavy Slam: Physical Move ?? 100 12 --
The more the user outweighs the target the greater this move's power (ranging between 40 and 120). If the target has the Minimized status this move's power is doubled and it will be sure to hit.
High Horsepower High Horsepower - Ground-type High Horsepower: Physical Move 95 95 12 --
Hydro Pump Hydro Pump - Water-type Hydro Pump: Special Move 110 80 8 --
Hyper Beam Hyper Beam - Normal-type Hyper Beam: Special Move 150 90 8 --
The user gains the Recharging status on the turn after this move is used.
Ice Beam Ice Beam - Ice-type Ice Beam: Special Move 90 100 12 10
Has a 10% chance of freezing the target.
Ice Fang Ice Fang - Ice-type Ice Fang: Physical Move 65 95 16 10
Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
Ice Spinner Ice Spinner - Ice-type Ice Spinner: Physical Move 80 100 16 --
Removes any terrain.
Icicle Crash Icicle Crash - Ice-type Icicle Crash: Physical Move 85 90 12 30
Has a 30% chance of making the target flinch.
Icicle Spear Icicle Spear - Ice-type Icicle Spear: Physical Move 25 100 20 --
The user attacks 2 to 5 times in a row.
Icy Wind Icy Wind - Ice-type Icy Wind: Special Move 55 95 16 --
Lowers targets' Speed stats by 1 stage.
Iron Defense Iron Defense - Steel-type Iron Defense: Other Move -- 101 16 --
Boosts the user's Defense stat by 2 stages.
Iron Head Iron Head - Steel-type Iron Head: Physical Move 80 100 16 20
Has a 20% chance of making the target flinch.
Mirror Coat Mirror Coat - Psychic-type Mirror Coat: Special Move ?? 100 20 --
The user retaliates to deal double the damage it took from an opponent's special move during the turn this move is used.
Protect Protect - Normal-type Protect: Other Move -- 101 8 --
The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 8 --
Summons rain for 5 turns.
Rapid Spin Rapid Spin - Normal-type Rapid Spin: Physical Move 50 100 20 --
Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web Stealth Rock Spikes and Toxic Spikes statuses from the user's side. Boosts the user's Speed stat by 1 stage.
Recover Recover - Normal-type Recover: Other Move -- 101 8 --
Restores 1/2 of the user's max HP.
Rest Rest - Psychic-type Rest: Other Move -- 101 8 --
Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Rock Slide Rock Slide - Rock-type Rock Slide: Physical Move 75 90 12 30
Has a 30% chance of making targets flinch.
Rock Tomb Rock Tomb - Rock-type Rock Tomb: Physical Move 60 95 16 --
Lowers the target's Speed stat by 1 stage.
Round Round - Normal-type Round: Special Move 60 100 16 --
If multiple Pokémon use this move in the same turn the second user onward will act immediately after the first and the power of the second Round onward will be doubled.
Scary Face Scary Face - Normal-type Scary Face: Other Move -- 100 12 --
Lowers the target's Speed stat by 2 stages.
Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 12 --
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore Snore - Normal-type Snore: Special Move 50 100 16 30
Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Snowscape Snowscape - Ice-type Snowscape: Other Move -- 101 8 --
Summons snow for 5 turns.
Stomping Tantrum Stomping Tantrum - Ground-type Stomping Tantrum: Physical Move 75 100 12 --
This move's power is doubled if the user couldn't act or its move missed or failed on the previous turn.
Stone Edge Stone Edge - Rock-type Stone Edge: Physical Move 100 80 8 --
This move has a 1-stage Critical-Hit Ratio Boost.
Substitute Substitute - Normal-type Substitute: Other Move -- 101 12 --
The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Superpower Superpower - Fighting-type Superpower: Physical Move 120 100 8 --
Lowers the user's Attack and Defense stats by 1 stage.
Surf Surf - Water-type Surf: Special Move 90 100 16 --
This move's power is doubled against targets that have the Submerged status.
Wide Guard Wide Guard - Rock-type Wide Guard: Other Move -- 101 12 --
During the turn this move is used the user protects its side from moves that target all allies.

Hisuian Form Standard Moves

Attack NameTypeCat.Att.Acc.PPEffect %
Ancient Power Ancient Power - Rock-type Ancient Power: Special Move 60 100 8 10
Has a 10% chance of boosting the user's Attack Defense Sp. Atk Sp. Def and Speed stats by 1 stage.
Aurora Veil Aurora Veil - Ice-type Aurora Veil: Other Move -- 101 20 --
Gives the user's side the Aurora Veil status for 5 turns. This move can be used only in snow.
Avalanche Avalanche - Ice-type Avalanche: Physical Move 60 100 12 --
This move's power is doubled if the target has already dealt damage to the user with a move in the same turn.
Bite Bite - Dark-type Bite: Physical Move 60 100 20 30
Has a 30% chance of making the target flinch.
Blizzard Blizzard - Ice-type Blizzard: Special Move 110 70 8 10
Has a 10% chance of freezing targets. This move never misses in snow.
Body Press Body Press - Fighting-type Body Press: Physical Move 80 100 12 --
The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Body Slam Body Slam - Normal-type Body Slam: Physical Move 85 100 16 30
Has a 30% chance of paralyzing the target. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Bulldoze Bulldoze - Ground-type Bulldoze: Physical Move 60 100 20 --
Lowers targets' Speed stats by 1 stage. When Grassy Terrain is active this move's power is halved.
Chilling Water Chilling Water - Water-type Chilling Water: Special Move 50 100 20 --
Lowers the target's Attack stat by 1 stage.
Crunch Crunch - Dark-type Crunch: Physical Move 80 100 16 20
Has a 20% chance of lowering the target's Defense stat by 1 stage.
Curse Curse - Ghost-type Curse: Other Move -- 101 12 --
Ghost-type: The user loses 1/2 of its max HP to give the target the Cursed status.
Non-Ghost-type: Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Dig Dig - Ground-type Dig: Physical Move 80 100 12 --
The user gains the Underground status on the turn this move is used then attacks on the following turn.
Double-Edge Double-Edge - Normal-type Double-Edge: Physical Move 120 100 16 --
The user takes 1/3 of the damage dealt by this move.
Earthquake Earthquake - Ground-type Earthquake: Physical Move 100 100 12 --
This move's power is doubled against targets that have the Underground status. When Grassy Terrain is active this move's power is halved.
Endure Endure - Normal-type Endure: Other Move -- 101 12 --
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Facade Facade - Normal-type Facade: Physical Move 70 100 20 --
This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Giga Impact Giga Impact - Normal-type Giga Impact: Physical Move 150 90 8 --
The user gains the Recharging status on the turn after this move is used.
Gyro Ball Gyro Ball - Steel-type Gyro Ball: Physical Move ?? 100 8 --
The lower the user's Speed stat compared to the target's the greater this move's power (ranging between 1 and 150).
Hard Press Hard Press - Steel-type Hard Press: Physical Move ?? 100 12 --
The more HP the target has left the greater this move's power (ranging between 1 and 100).
Heavy Slam Heavy Slam - Steel-type Heavy Slam: Physical Move ?? 100 12 --
The more the user outweighs the target the greater this move's power (ranging between 40 and 120). If the target has the Minimized status this move's power is doubled and it will be sure to hit.
High Horsepower High Horsepower - Ground-type High Horsepower: Physical Move 95 95 12 --
Hyper Beam Hyper Beam - Normal-type Hyper Beam: Special Move 150 90 8 --
The user gains the Recharging status on the turn after this move is used.
Ice Beam Ice Beam - Ice-type Ice Beam: Special Move 90 100 12 10
Has a 10% chance of freezing the target.
Ice Fang Ice Fang - Ice-type Ice Fang: Physical Move 65 95 16 10
Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
Ice Spinner Ice Spinner - Ice-type Ice Spinner: Physical Move 80 100 16 --
Removes any terrain.
Icicle Spear Icicle Spear - Ice-type Icicle Spear: Physical Move 25 100 20 --
The user attacks 2 to 5 times in a row.
Icy Wind Icy Wind - Ice-type Icy Wind: Special Move 55 95 16 --
Lowers targets' Speed stats by 1 stage.
Iron Defense Iron Defense - Steel-type Iron Defense: Other Move -- 101 16 --
Boosts the user's Defense stat by 2 stages.
Iron Head Iron Head - Steel-type Iron Head: Physical Move 80 100 16 20
Has a 20% chance of making the target flinch.
Meteor Beam Meteor Beam - Rock-type Meteor Beam: Special Move 120 90 12 100
The user gains the Charging status on the turn this move is used then attacks on the following turn. The user's Sp. Atk stat is boosted by 1 stage on the turn this move is used.
Mirror Coat Mirror Coat - Psychic-type Mirror Coat: Special Move ?? 100 20 --
The user retaliates to deal double the damage it took from an opponent's special move during the turn this move is used.
Mountain Gale Mountain Gale - Ice-type Mountain Gale: Physical Move 120 85 12 30
Has a 30% chance of making the target flinch.
Protect Protect - Normal-type Protect: Other Move -- 101 8 --
The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 8 --
Summons rain for 5 turns.
Rapid Spin Rapid Spin - Normal-type Rapid Spin: Physical Move 50 100 20 --
Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web Stealth Rock Spikes and Toxic Spikes statuses from the user's side. Boosts the user's Speed stat by 1 stage.
Recover Recover - Normal-type Recover: Other Move -- 101 8 --
Restores 1/2 of the user's max HP.
Rest Rest - Psychic-type Rest: Other Move -- 101 8 --
Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Rock Blast Rock Blast - Rock-type Rock Blast: Physical Move 25 90 12 --
The user attacks 2 to 5 times in a row.
Rock Slide Rock Slide - Rock-type Rock Slide: Physical Move 75 90 12 30
Has a 30% chance of making targets flinch.
Rock Tomb Rock Tomb - Rock-type Rock Tomb: Physical Move 60 95 16 --
Lowers the target's Speed stat by 1 stage.
Sandstorm Sandstorm - Rock-type Sandstorm: Other Move -- 101 8 --
Summons a sandstorm for 5 turns.
Scary Face Scary Face - Normal-type Scary Face: Other Move -- 100 12 --
Lowers the target's Speed stat by 2 stages.
Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 12 --
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snowscape Snowscape - Ice-type Snowscape: Other Move -- 101 8 --
Summons snow for 5 turns.
Stealth Rock Stealth Rock - Rock-type Stealth Rock: Other Move -- 101 20 --
Gives the opponent's side the Stealth Rock status.
Stomping Tantrum Stomping Tantrum - Ground-type Stomping Tantrum: Physical Move 75 100 12 --
This move's power is doubled if the user couldn't act or its move missed or failed on the previous turn.
Stone Edge Stone Edge - Rock-type Stone Edge: Physical Move 100 80 8 --
This move has a 1-stage Critical-Hit Ratio Boost.
Substitute Substitute - Normal-type Substitute: Other Move -- 101 12 --
The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Wide Guard Wide Guard - Rock-type Wide Guard: Other Move -- 101 12 --
During the turn this move is used the user protects its side from moves that target all allies.


Stats

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 514 95 117 184 44 46 28
Max Stats
Hindering Nature
Standard 170 - 202 123 - 152 183 - 212 57 - 86 59 - 88 43 - 72
Max Stats
Neutral Nature
Standard 170 - 202 137 - 169 204 - 236 64 - 96 66 - 98 48 - 80
Max Stats
Beneficial Nature
Standard 170 - 202 150 - 185 224 - 259 70 - 105 72 - 107 52 - 88
95
117
184
28
46
44

Stats - Hisuian Avalugg

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 514 95 127 184 34 36 38
Max Stats
Hindering Nature
Standard 155 - 202 132 - 161 183 - 212 48 - 77 50 - 79 52 - 81
Max Stats
Neutral Nature
Standard 155 - 202 147 - 179 204 - 236 54 - 86 56 - 88 58 - 90
Max Stats
Beneficial Nature
Standard 155 - 202 161 - 196 224 - 259 59 - 94 61 - 96 63 - 99
95
127
184
38
36
34

<--- Gourgeist #711
Gourgeist
#715
Noivern
Noivern --->