Cobalion #638 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Iron Will Pokémon

Cobalion in Pokémon Sword & Shield Cobalion in SW/SH
Cobalion's shiny sprite in Pokémon Sword & Shield Shiny Cobalion in SW/SH

Abilities

1: Justified

Abilities

Breeding

Egg groups : Undiscovered

Hatch time : 20560 steps (80 egg cycles)

Growth rate : Slow

Gender ratio : Genderless


In the Wild

Catch rate : 3 (0.4% with Poké Ball & full HP)

Held item : None

EVs given : 3 Defense EVs (Effort Values) gained when fainting Cobalion

Exp. given : 261 Exp. points Experience points gained in battle when fainting Cobalion


Species

Height : 2.1 m / 6'11" Cobalion's height in meters / feet'inches"

Weight : 250 kg / 551.25 lbs. Cobalion's weight in kilograms / pounds

Japanese : コバルオン Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 580


Competitive

Introduced in : Black & White / Unova / Generation 5 {{ activeForm.introducedIn }}


Cobalion's Type Defenses

Weaknesses

Immunities

Resistances

This does not currently take into effect changes in type defenses caused by abilities like Flash Fire, Volt Absorb and Thick Fat. Just a heads up!

Cobalion's Evolutions

Cobalion doesn't evolve!

Cobalion

(But it's pretty cool anyway, right?)


Cobalion's Level Up Moves
Lvl Move Type Pow/Acc
1 Leer Status - 100

Lowers the target's Defense by one stage.

30 PP

1 Helping Hand Status - -

Boosts the power of the target's moves by 50% until the end of this turn.
This move cannot be copied by Mirror Move, nor selected by Assist or Metronome.

+5 Priority

20 PP

1 Work Up Status - -

Raises the user's Attack and Special Attack by one stage each.

30 PP

1 Quick Attack Physical 40 100

Attacks for regular damage.

+1 Priority

30 PP

7 Metal Claw Physical 50 95

Inflicts regular damage. Has a 10% chance to raise the user's Attack one stage.

35 PP

14 Quick Guard Status - -

Moves with priority greater than 0 will not hit friendly Pokémon for the remainder of this turn. If the user is last to act this turn, this move will fail.
This move cannot be selected by Assist or Metronome.

+3 Priority

15 PP

21 Double Kick Physical 30 100

Inflicts regular damage. Hits twice in one turn.

30 PP

28 Retaliate Physical 70 100

Inflicts regular damage. If a friendly Pokémon fainted on the previous turn, this move has double power.

5 PP

35 Metal Burst Physical - 100

Targets the last opposing Pokémon to hit the user with a damaging move this turn. Inflicts 1.5× the damage that move did to the user. If there is no eligible target, this move will fail. Type immunity applies, but other type effects are ignored.

10 PP

42 Take Down Physical 90 85

Inflicts regular damage. User takes 1/4 the damage it inflicts in recoil.

20 PP

49 Sacred Sword Physical 90 100

Inflicts regular damage. Damage calculation ignores the target's stat modifiers, including evasion.

15 PP

56 Swords Dance Status - -

Raises the user's Attack by two stages.

20 PP

63 Iron Head Physical 80 100

Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

70 Close Combat Physical 120 100

Inflicts regular damage, then lowers the user's Defense and Special Defense by one stage each.

5 PP


Cobalion's Breeding Moves

Cobalion doesn't learn any breeding moves!


Cobalion's TM Moves
TM Move Type Pow/Acc
8 Hyper Beam Special 150 90

Inflicts regular damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Shoots a beam for regular damage. The user has to recharge the following turn, and cannot attack or switch out in that turn.

5 PP

9 Giga Impact Physical 150 90

Inflicts regular damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Shoots a beam for regular damage. The user has to recharge the following turn, and cannot attack or switch out in that turn.

5 PP

14 Thunder Wave Status - 90

Paralyzes the target.

20 PP

18 Reflect Status - -

Erects a barrier around the user's side of the field that reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier.
If the user is holding Light Clay, the barrier lasts for eight turns.
Brick Break or Defog used by an opponent will destroy the barrier.

20 PP

19 Safeguard Status - -

Protects Pokémon on the user's side of the field from major status effects and confusion for five turns. Does not cancel existing ailments. This effect remains even if the user leaves the field.
If Yawn is used while this move is in effect, it will immediately fail.
Defog used by an opponent will end this effect.
This effect does not prevent the confusion caused by Outrage, Petal Dance, or Thrash.

25 PP

21 Rest Status - -

User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with Early Bird.
This move fails if the Pokémon cannot fall asleep due to Uproar, Insomnia, or Vital Spirit. It also fails if the Pokémon is at full health or is already asleep.

10 PP

24 Snore Special 50 100

Only usable if the user is sleeping. Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

25 Protect Status - -

No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
Lock On, Mind Reader, and No Guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (Fissure, Guillotine, Horn Drill, and Sheer Cold); those are always blocked by this move.
Thunder during Rain Dance and Blizzard during Hail have a 30% chance to break through this move.
The following effects are not prevented by this move:
* Acupressure from an ally * Curse's curse effect * Delayed damage from Doom Desire and Future Sight; however, these moves will be prevented if they are used this turn * Feint, which will also end this move's protection after it hits * Imprison * Perish Song * Shadow Force * Moves that merely copy the user, such as Transform or Psych Up
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

26 Scary Face Status - 100

Lowers the target's Speed by two stages.

10 PP

32 Sandstorm Status - -

Changes the weather to a sandstorm for five turns. Pokémon that are not Ground, Rock, or Steel take 1/16 their max HP at the end of every turn. Every Rock Pokémon's original Special Defense is raised by 50% for the duration of this effect.
Solar Beam's power is halved.
Moonlight, Morning Sun, and Synthesis only heal 1/4 the user's max HP.

10 PP

39 Facade Physical 70 100

Inflicts regular damage. If the user is burned, paralyzed, or poisoned, this move has double power.

20 PP

40 Swift Special 60 -

Inflicts regular damage. Ignores accuracy and evasion modifiers.

20 PP

41 Helping Hand Status - -

Boosts the power of the target's moves by 50% until the end of this turn.
This move cannot be copied by Mirror Move, nor selected by Assist or Metronome.

+5 Priority

20 PP

42 Revenge Physical 60 100

Inflicts regular damage. If the target damaged the user this turn and was the last to do so, this move has double power.
Pain Split does not count as damaging the user.

-4 Priority

10 PP

43 Brick Break Physical 75 100

Destroys any Light Screen or Reflect on the target's side of the field, then inflicts regular damage.

15 PP

52 Bounce Physical 85 85

Inflicts regular damage. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target.
During the immune turn, Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, and Twister still hit the user normally. Gust and Twister also have double power against the user.
The damage from Hail and Sandstorm still applies during the immune turn.
The user may be hit during its immune turn if under the effect of Lock On, Mind Reader, or No Guard.
This move cannot be used while Gravity is in effect.
This move cannot be selected by Sleep Talk.

5 PP

76 Round Special 60 100

Inflicts regular damage. If Round has already been used this turn, this move's power is doubled. After this move is used, any other Pokémon using it this turn will immediately do so (in the order they would otherwise act), regardless of Speed or priority. Pokémon using other moves will then continue to act as usual.

15 PP

79 Retaliate Physical 70 100

Inflicts regular damage. If a friendly Pokémon fainted on the previous turn, this move has double power.

5 PP

80 Volt Switch Special 70 100

Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.
The user may be hit by Pursuit when it switches out, if it has been targeted and Pursuit has not yet been used.
This move may be used even if the user is under the effect of Ingrain. Ingrain's effect will end.

20 PP

94 False Swipe Physical 40 100

Inflicts regular damage. Will not reduce the target's HP below 1.

40 PP

95 Air Slash Special 75 95

Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

96 Smart Strike Physical 70 -

Inflicts regular damage. Ignores accuracy and evasion modifiers.

10 PP


Cobalion's TR Moves
TR Move Type Pow/Acc
0 Swords Dance Status - -

Raises the user's Attack by two stages.

20 PP

20 Substitute Status - -

Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail.
The doll takes damage as normal, using the user's stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user's HP still do so; the doll's HP does not influence any move.
The doll will block major status effects, confusion, and flinching. The effects of Smelling Salts and Wake Up Slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like Wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate.
Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., Avalanche, Counter, or a Rowap Berry. Magic Coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like Absorb are healed as normal.
It will also block Acupressure, Block, the curse effect of Curse, Dream Eater, Embargo, Flatter, Gastro Acid, Grudge, Heal Block, Leech Seed, Lock On, Mean Look, Mimic, Mind Reader, Nightmare, Pain Split, Psycho Shift, Spider Web, Sketch, Swagger, Switcheroo, Trick, Worry Seed, and Yawn. A Pokémon affected by Yawn before summoning the doll will still fall to sleep.
The doll blocks Intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as Volt Absorb absorbing Thunder Wave), such moves will not be blocked.
Life Orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll.
The user is still vulnerable to damage inflicted when entering or leaving the field, such as by Pursuit or Spikes; however, the doll will block the poison effect of Toxic Spikes.
The doll is passed on by Baton Pass. It keeps its existing HP, but uses the replacement Pokémon's stats and types for damage calculation.
All other effects work as normal.

10 PP

21 Reversal Physical - 100

Inflicts regular damage. Power varies inversely with the user's proportional remaining HP.
64 * current HP / max HP | Power -----------------------: | ----: 0– 1 | 200 2– 5 | 150 6–12 | 100 13–21 | 80 22–42 | 40 43–64 | 20

15 PP

26 Endure Status - -

The user's HP cannot be lowered below 1 by any means for the remainder of this turn.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

27 Sleep Talk Status - -

Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
This move will not select Assist, Bide, Bounce, Chatter, Copycat, Dig, Dive, Fly, Focus Punch, Me First, Metronome, Mirror Move, Shadow Force, Skull Bash, Sky Attack, Sky Drop, Sleep Talk, Solar Beam, Razor Wind, or Uproar.
If the selected move requires a recharge turn—i.e., one of Blast Burn, Frenzy Plant, Giga Impact, Hydro Cannon, Hyper Beam, Roar Of Time, or Rock Wrecker—and the user is still sleeping next turn, then it's forced to use this move again and pay another PP for the recharge turn.
This move cannot be copied by Mirror Move, nor selected by Assist, Metronome, or Sleep Talk.

10 PP

28 Megahorn Physical 120 85

Megahorn attacks for regular damage.

10 PP

37 Taunt Status - 100

Target is forced to only use damaging moves for the next 3–5 turns, selected at random. Moves that select other moves not known in advance do not count as damaging.
Assist, Copycat, Me First, Metronome, Mirror Move, and Sleep Talk do not directly inflict damage and thus may not be used.
Bide, Counter, Endeavor, Metal Burst, and Mirror Coat are allowed.

20 PP

39 Superpower Physical 120 100

Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.

5 PP

46 Iron Defense Status - -

Raises the user's Defense by two stages.

15 PP

49 Calm Mind Status - -

Raises the user's Special Attack and Special Defense by one stage each.

20 PP

53 Close Combat Physical 120 100

Inflicts regular damage, then lowers the user's Defense and Special Defense by one stage each.

5 PP

57 Poison Jab Physical 80 100

Inflicts regular damage. Has a 30% chance to poison the target.

20 PP

60 X-Scissor Physical 80 100

X-Scissor attacks for regular damage.

15 PP

64 Focus Blast Special 120 70

Focus Blast attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

5 PP

69 Zen Headbutt Physical 80 90

Inflicts regular damage. Has a 20% chance to make the target Flinch.

15 PP

70 Flash Cannon Special 80 100

Flash Cannon attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

10 PP

74 Iron Head Physical 80 100

Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

75 Stone Edge Physical 100 80

Stone Edge attacks for regular damage and has a high critical hit rate, 1/8 chance instead of the regular 1/16 chance.

5 PP

76 Stealth Rock Status - -

Spreads sharp rocks around the opposing field, damaging any Pokémon that enters the field for 1/8 its max HP. This damage is affected by the entering Pokémon's susceptibility to Rock moves.
Rapid Spin removes this effect from its user's side of the field.

20 PP

85 Work Up Status - -

Raises the user's Attack and Special Attack by one stage each.

30 PP


Locations

Locations are under development and will be available in pokeforest.io 2.0.