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 #343 Baltoy
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Baltoy
Japan: Yajiron
ヤジロン
French: Balbuto
German: Puppance
Korean: 오뚝군
National: #343
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Baltoy is Genderless
Classification Height Weight Capture Rate Base Egg Steps
Clay Doll Pokémon 1'08"
0.5m
47.4lbs
21.5kg
2555,120
Abilities: Levitate
Levitate: Damage dealing Ground-type moves have no effect on this Pokémon. Cannot be trapped by Arena Trap ability. Takes no damage from Spikes.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,000,000 Points
Medium Fast
70 1 Sp. Defense Point(s)
Eligible
Wild Hold Item Egg Groups
 
DexNav

Light Clay
%
Mineral
Evolutionary Chain
Locations
X Transfer required
Y Transfer required
Omega Ruby Route 111Details
Alpha Sapphire Route 111Details
X & Y Level Up
LevelAttack NameTypeAppealJam
Harden  
Prevents the user from being startled one time this turn.
Confusion  
Quite an appealing move.
4 Rapid Spin  
Works better the more the crowd is excited.
7 Mud-Slap  
Makes audience expect little of other contestants.
10 Rock Tomb  
Makes audience expect little of other contestants.
13 Psybeam  
Makes audience expect little of other contestants.
17 Power Trick  
Works well if it is the same type as the move used by the last Pokémon.
21 Ancient Power  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
25 Self-Destruct  
A move of huge appeal, but using it prevents the user from taking further contest moves.
28 Extrasensory
Badly startles Pokémon that used a move of the same type.
31 Cosmic Power  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
34 Guard Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
34 Power Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
37 Earth Power  
Quite an appealing move.
41 Sandstorm
Badly startles all Pokémon that successfully showed their appeal.
45 Heal Block  
Temporarily stops the crowd from growing excited.
49 Explosion  
A move of huge appeal, but using it prevents the user from taking further contest moves.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Harden  
Prevents the user from being startled one time this turn.
Confusion  
Quite an appealing move.
4 Rapid Spin  
Works better the more the crowd is excited.
7 Mud-Slap  
Makes audience expect little of other contestants.
10 Heal Block  
Temporarily stops the crowd from growing excited.
13 Rock Tomb  
Makes audience expect little of other contestants.
16 Psybeam  
Makes audience expect little of other contestants.
19 Ancient Power  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
22 Cosmic Power  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
25 Power Trick  
Works well if it is the same type as the move used by the last Pokémon.
28 Self-Destruct  
A move of huge appeal, but using it prevents the user from taking further contest moves.
31 Extrasensory
Badly startles Pokémon that used a move of the same type.
34 Guard Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
34 Power Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
37 Earth Power  
Quite an appealing move.
40 Sandstorm
Badly startles all Pokémon that successfully showed their appeal.
43 Imprison  
Temporarily stops the crowd from growing excited.
46 Explosion  
A move of huge appeal, but using it prevents the user from taking further contest moves.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM03 Psyshock
Badly startles the last Pokémon to act before the user.
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM13 Ice Beam
Badly startles the last Pokémon to act before the user.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM22 Solar Beam  
Affected by how well the previous Pokémon's move went.
TM23 Smack Down
Badly startles Pokémon that the audience has high expectations of.
TM26 Earthquake
Badly startles all Pokémon that successfully showed their appeal.
TM27 Return  
Quite an appealing move.
TM28 Dig  
Prevents the user from being startled one time this turn.
TM29 Psychic  
Quite an appealing move.
TM30 Shadow Ball  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM37 Sandstorm
Badly startles all Pokémon that successfully showed their appeal.
TM39 Rock Tomb  
Makes audience expect little of other contestants.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM57 Charge Beam  
Works well if the user is pumped up.
TM64 Explosion  
A move of huge appeal, but using it prevents the user from taking further contest moves.
TM69 Rock Polish  
Causes the user to move earlier on the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM74 Gyro Ball  
Works better the later it is used in a turn.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM78 Bulldoze
Badly startles the last Pokémon to act before the user.
TM80 Rock Slide
Startles all of the Pokémon to act before the user.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM92 Trick Room  
Scrambles the order in which Pokémon will move on the next turn.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM99 Dazzling Gleam  
Quite an appealing move.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Drill Run  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Earth Power  
Quite an appealing move.
Gravity  
Makes the remaining Pokémon nervous.
Magic Coat  
Works great if the user goes last this turn.
Recycle  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Signal Beam  
Makes audience expect little of other contestants.
Skill Swap  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Stealth Rock  
Makes the remaining Pokémon nervous.
Trick
Badly startles Pokémon that used a move of the same type.
Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.
Zen Headbutt  
Quite an appealing move.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Telekinesis   Gen V TM19
Makes the remaining Pokémon nervous.
Ally Switch   Gen V TM51
Scrambles the order in which Pokémon will move on the next turn.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Headbutt   Move Tutor - HGSS
Quite an appealing move.
Double-edge   Move Tutor - FRLG
A very appealing move, but after using this move, the user is more easily startled.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 300 40 40 55 40 70 55
Max Stats
Hindering Nature
Lv. 50 100 - 147 40 - 82 54 - 96 40 - 82 67 - 109 54 - 96
Lv. 100 190 - 284 76 - 161 103 - 188 76 - 161 130 - 215 103 - 188
Max Stats
Neutral Nature
Lv. 50 100 - 147 45 - 92 60 - 107 45 - 92 75 - 122 60 - 107
Lv. 100 190 - 284 85 - 179 115 - 209 85 - 179 145 - 239 115 - 209
Max Stats
Beneficial Nature
Lv. 50 100 - 147 49 - 101 66 - 117 49 - 101 82 - 134 66 - 117
Lv. 100 190 - 284 93 - 196 126 - 229 93 - 196 159 - 262 126 - 229

<--- #342
Crawdaunt
#344
Claydol
--->

 
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