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 #486 Regigigas
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Regigigas
Japan: Regigigas
レジギガス
French: Regigigas
German: Regigigas
Korean: 레지기가스
National: #486
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Regigigas is Genderless
Classification Height Weight Capture Rate Base Egg Steps
Colossal Pokémon 12'02"
3.7m
925.9lbs
420kg
330,720
Abilities: Slow Start
Slow Start: Attack and Speed is halved during the first five turns since sent out.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,250,000 Points
Slow
0 3 Attack Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
  Regigigas cannot breed
Evolutionary Chain
Locations
X Transfer required
Y Transfer required
Omega Ruby Route 105Details
Alpha Sapphire Route 105Details
Generation VI Level Up
LevelAttack NameTypeAppealJam
Heavy Slam  
Works great if the user goes last this turn.
Crush Grip  
An appealing move that can be used repeatedly without boring the audience.
Fire Punch  
Quite an appealing move.
Ice Punch  
Quite an appealing move.
Thunder Punch  
Quite an appealing move.
Dizzy Punch  
Badly startles Pokémon that the audience has high expectations of.
Knock Off
Badly startles all of the Pokémon to act before the user.
Confuse Ray  
Badly startles Pokémon that the audience has high expectations of.
Foresight
Badly startles Pokémon that used a move of the same type.
25 Revenge  
Works great if the user goes last this turn.
40 Wide Guard  
Prevents the user from being startled until the turn ends.
50 Zen Headbutt  
Quite an appealing move.
65 Payback  
Works great if the user goes last this turn.
75 Crush Grip  
An appealing move that can be used repeatedly without boring the audience.
90 Heavy Slam  
Works great if the user goes last this turn.
100 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
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.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next 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.
TM23 Smack Down
Badly startles Pokémon that the audience has high expectations of.
TM24 Thunderbolt  
Quite an appealing move.
TM25 Thunder  
Works better the more the crowd is excited.
TM26 Earthquake
Badly startles all Pokémon that successfully showed their appeal.
TM27 Return  
Quite an appealing move.
TM31 Brick Break  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM39 Rock Tomb  
Makes audience expect little of other contestants.
TM40 Aerial Ace  
Works great if the user goes first this turn.
TM42 Facade  
Works great if the user goes last this turn.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM52 Focus Blast  
Quite an appealing move.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM66 Payback  
Works great if the user goes last this turn.
TM67 Retaliate  
Affected by how well the previous Pokémon's move went.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM69 Rock Polish  
Causes the user to move earlier on the next turn.
TM71 Stone Edge  
Affected by how well the previous Pokémon's move went.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
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.
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.
TM94 (XY)
HM06 (ΩRαS)
Rock Smash  
Quite an appealing move.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM96 Nature Power  
Works better the more the crowd is excited.
TM98 Power-Up Punch  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM04 Strength  
Quite an appealing move.
Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Block  
Makes the remaining Pokémon nervous.
Drain Punch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Earth Power  
Quite an appealing move.
Fire Punch  
Quite an appealing move.
Focus Punch  
Works great if the user goes last this turn.
Gravity  
Makes the remaining Pokémon nervous.
Ice Punch  
Quite an appealing move.
Icy Wind  
Makes the audience quickly grow bored when an appeal move has little effect.
Iron Head  
Quite an appealing move.
Knock Off
Badly startles all of the Pokémon to act before the user.
Shock Wave  
Works great if the user goes first this turn.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Superpower  
A very appealing move, but after using this move, the user is more easily startled.
Thunder Punch  
Quite an appealing move.
Zen Headbutt  
Quite an appealing move.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Endure   Gen IV 203
Causes the user to move later on the next turn.
Avalanche   Gen IV 419
Affected by how well the previous Pokémon's move went.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Ancient Power   Move Tutor - PtHGSS
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.
Headbutt   Move Tutor - HGSS
Quite an appealing move.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 670 110 160 110 80 110 100
Max Stats
Hindering Nature
Lv. 50 170 - 217 148 - 190 103 - 145 76 - 118 103 - 145 94 - 136
Lv. 100 330 - 424 292 - 377 202 - 287 148 - 233 202 - 287 184 - 269
Max Stats
Neutral Nature
Lv. 50 170 - 217 165 - 212 115 - 162 85 - 132 115 - 162 105 - 152
Lv. 100 330 - 424 325 - 419 225 - 319 165 - 259 225 - 319 205 - 299
Max Stats
Beneficial Nature
Lv. 50 170 - 217 181 - 233 126 - 178 93 - 145 126 - 178 115 - 167
Lv. 100 330 - 424 357 - 460 247 - 350 181 - 284 247 - 350 225 - 328

<--- #485
Heatran
#487
Giratina
--->

 
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