Crustle #558 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Stone Home Pokémon

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

Abilities

1: Sturdy

2: Shell Armor

Weak Armor (hidden)

Abilities

Breeding

Egg groups : Bug and Mineral

Hatch time : 5140 steps (20 egg cycles)

Growth rate : Medium

Gender ratio : 50%, 50%


In the Wild

Catch rate : 75 (9.9% with Poké Ball & full HP)

Held item : None

EVs given : 2 Defense EVs (Effort Values) gained when fainting Crustle

Exp. given : 170 Exp. points Experience points gained in battle when fainting Crustle


Species

Height : 1.4 m / 4'07" Crustle's height in meters / feet'inches"

Weight : 200 kg / 441.00 lbs. Crustle's weight in kilograms / pounds

Japanese : イワパレス (Iwaparesu) Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 485


Competitive

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


Crustle's Type Defenses

Weaknesses

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!

Crustle's Evolutions
Dwebble

Dwebble #557

Level 34

Crustle

Crustle #558


Crustle's Level Up Moves
Lvl Move Type Pow/Acc
1 Sand Attack Status - 100

Lowers the target's accuracy by one stage.

15 PP

1 Withdraw Status - -

Raises the user's Defense by one stage.

40 PP

1 Fury Cutter Physical 40 95

Inflicts regular damage. Power doubles after every time this move is used, whether consecutively or not, maxing out at 16x. If this move misses or the user leaves the field, power resets.

20 PP

1 Smack Down Physical 50 100

Inflicts regular damage. Removes the target's immunity to Ground-type damage. This effect removes any existing Ground immunity due to Levitate, Magnet Rise, or Telekinesis, and causes the target's Flying type to be ignored when it takes Ground damage.
If the target isn't immune to Ground damage, this move will fail.
This move can hit Pokémon under the effect of Bounce, Fly, or Sky Drop, and ends the effect of Bounce or Fly.

15 PP

12 Bug Bite Physical 60 100

Inflicts regular damage. If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately.
If the target is holding a Jaboca Berry or Rowap Berry, the berry is still removed, but has no effect.
If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen.

20 PP

16 Flail 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

20 Slash Physical 70 100

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

20 PP

24 Rock Slide Physical 75 90

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

10 PP

28 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

32 Rock Blast Physical 25 90

Inflicts regular damage. Hits 2–5 times in one turn.
Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.

10 PP

38 X-Scissor Physical 80 100

X-Scissor attacks for regular damage.

15 PP

44 Rock Polish Status - -

Rock Polish raises the user's Speed by +2 stages. Make it agile, baby.

20 PP

50 Shell Smash Status - -

Raises the user's Attack, Special Attack, and Speed by two stages each. Lowers the user's Defense and Special Defense by one Stage each.

15 PP

56 Rock Wrecker 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


Crustle's Breeding Moves
Move Type Pow/Acc
Curse Status - -

All Pokémon that use this move, if they are not a Ghost-type Pokémon, lower their speed by one stage, and in return also boost their attack and defense stat by one stage each.
If the user however is a Ghost-type Pokémon, it loses half of its max HP to place a curse on the target that damages it for 1/4 its max HP every turn.
The type of this move used to be ???-type until Pokémon Black/White.

10 PP

Block Status - -

The target cannot switch out normally. Ignores accuracy and evasion modifiers. This effect ends when the user leaves the field.
The target may still escape by using Baton Pass, U Turn, or a Shed Shell.
Both the user and the target pass on this effect with Baton Pass.

5 PP

Wide Guard Status - -

Moves with multiple targets 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

10 PP

Counter Physical - 100

Targets the last opposing Pokémon to hit the user with a physical move this turn. Inflicts twice 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.
This move cannot be copied by Mirror Move, nor selected by Assist or Metronome.

-5 Priority

20 PP

Knock Off Physical 65 100

Inflicts regular damage. Target loses its held item.
Neither the user nor the target can recover its item with Recycle.
If the target has Multitype or Sticky Hold, it will take damage but not lose its item.

20 PP

Night Slash Physical 70 100

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

15 PP


Crustle'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

11 Solar Beam Special 120 100

Inflicts regular damage. User charges for one turn before attacking.
During Sunny Day, the charge turn is skipped.
During Hail, Rain Dance, or Sandstorm, power is halved.
This move cannot be selected by Sleep Talk.

10 PP

12 Solar Blade Physical 125 100

Inflicts regular damage. User charges for one turn before attacking.
During Sunny Day, the charge turn is skipped.
During Hail, Rain Dance, or Sandstorm, power is halved.
This move cannot be selected by Sleep Talk.

10 PP

15 Dig Physical 80 100

Inflicts regular damage. User digs underground for one turn, becoming immune to attack, and hits on the second turn.
During the immune turn, Earthquake, Fissure, and Magnitude still hit the user normally, and their power is doubled if appropriate.
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 selected by Sleep Talk.

10 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

22 Rock Slide Physical 75 90

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

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

31 Attract Status - 100

Causes the target to fall in love with the user, giving it a 50% chance to do nothing each turn. If the user and target are the same gender, or either is genderless, this move will fail. If either Pokémon leaves the field, this effect ends.

15 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

48 Rock Tomb Physical 60 95

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

15 PP

49 Sand Tomb Physical 35 85

Inflicts regular damage. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends.
Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
Rapid Spin cancels this effect.

15 PP

54 Rock Blast Physical 25 90

Inflicts regular damage. Hits 2–5 times in one turn.
Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.

10 PP

65 Shadow Claw Physical 70 100

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

15 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

81 Bulldoze Physical 60 100

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

20 PP

98 Stomping Tantrum Physical 75 100

Inflicts regular damage. Power is doubled if the user's last move failed for any reason (i.e., produced the message "But it failed!") or was ineffective due to types.

10 PP


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

Raises the user's Attack by two stages.

20 PP

10 Earthquake Physical 100 100

Inflicts regular damage.
If the target is in the first turn of Dig, this move will hit with double power.

10 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

23 Spikes Status - -

Scatters spikes around the opposing field, which damage opposing Pokémon that enter the field for 1/8 of their max HP. Pokémon immune to Ground moves are immune to this damage, except during Gravity. Up to three layers of spikes may be laid down, adding 1/16 to the damage done: two layers of spikes damage for 3/16 max HP, and three layers damage for 1/4 max HP.
Wonder Guard does not block damage from this effect.
Rapid Spin removes this effect from its user's side of the field. Defog removes this effect from its target's side of the field.

20 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

46 Iron Defense Status - -

Raises the user's Defense by two stages.

15 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

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

79 Heavy Slam Physical - 100

Inflicts regular damage. The greater the user's weight compared to the target's, the higher power this move has, to a maximum of 120.
User's weight | Power -------------------------------- | ----: Up to 2× the target's weight | 40 Up to 3× the target's weight | 60 Up to 4× the target's weight | 80 Up to 5× the target's weight | 100 More than 5× the target's weight | 120

10 PP

99 Body Press Physical 80 100

The user attacks by slamming its body into the target. The higher the user’s Defense, the more damage it can inflict on the target.

10 PP


Locations

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