Cubchoo #613 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Chill Pokémon

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

Abilities

1: Snow Cloak

2: Slush Rush

Rattled (hidden)

Abilities

Breeding

Egg groups : Field

Hatch time : 5140 steps (20 egg cycles)

Growth rate : Medium

Gender ratio : 50%, 50%


In the Wild

Catch rate : 120 (15.8% with Poké Ball & full HP)

Held item : None

EVs given : 1 Attack EVs (Effort Values) gained when fainting Cubchoo

Exp. given : 61 Exp. points Experience points gained in battle when fainting Cubchoo


Species

Height : 0.5 m / 1'08" Cubchoo's height in meters / feet'inches"

Weight : 8.5 kg / 18.74 lbs. Cubchoo's weight in kilograms / pounds

Japanese : クマシュン Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 305


Competitive

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


Cubchoo'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!

Cubchoo's Evolutions
Cubchoo

Cubchoo #613

Level 37

Beartic

Beartic #614


Cubchoo's Level Up Moves
Lvl Move Type Pow/Acc
1 Growl Status - 100

The user growls at the opponent, lowering their attack by one stage.

40 PP

1 Powder Snow Special 40 100

Powder Snow attacks for regular damage and has a 10% chance to freeze the target.

25 PP

3 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

6 Fury Swipes Physical 18 80

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.

15 PP

9 Icy Wind Special 55 95

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

15 PP

12 Play Nice Status - -

Lowers the target's Attack by one stage.

20 PP

15 Brine Special 65 100

Inflicts regular damage. If the target has less than half its max HP remaining, this move has double power.

10 PP

18 Frost Breath Special 60 90

Inflicts regular damage. Always scores a critical hit.

10 PP

21 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 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

27 Charm Status - 100

Lowers the target's Attack by two stages.

20 PP

30 Hail Status - -

Changes the weather to hail for five turns, during which non-Ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
If the user is holding Icy Rock, this effect lasts for eight turns.
Blizzard has 100% accuracy. If the target has used Detect or Protect, Blizzard has a (100 - accuracy)% chance to break through the protection.
Moonlight, Morning Sun, and Synthesis heal only 1/4 of the user's max HP.
Pokémon with Snow Cloak are exempt from this effect's damage.

10 PP

33 Thrash Physical 120 100

Inflicts regular damage. User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused.
Safeguard does not protect against the confusion from this move.

10 PP

36 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

39 Blizzard Special 110 70

Creates a blizzard that inflicts regular damage to the opponent. This blizzard has a 10% chance to freeze the target.
Blizzard has 100% accuracy during Hail weather. Due to a glitch in Pokémon Diamond and Pearl, Blizzard has a 30% chance to break through the protection of opponents using Protect or Detect in those games.

5 PP

42 Sheer Cold Special - 30

Inflicts damage equal to the target's max HP. Ignores accuracy and evasion modifiers. This move's accuracy is 30% plus 1% for each level the user is higher than the target. If the user is a lower level than the target, this move will fail.
Because this move inflicts a specific and finite amount of damage, Endure still prevents the target from fainting.
The effects of Lock On, Mind Reader, and No Guard still apply, as long as the user is equal or higher level than the target. However, they will not give this move a chance to break through Detect or Protect.

5 PP


Cubchoo's Breeding Moves
Move Type Pow/Acc
Yawn Status - -

Puts the target to sleep at the end of the next turn. Ignores accuracy and evasion modifiers. If the target leaves the field, this effect is canceled. If the target has a status effect when this move is used, this move will fail.
If the target is protected by Safeguard when this move is used, this move will fail.
Insomnia and Vital Spirit prevent the sleep if the target has either at the end of the next turn, but will not cause this move to fail on use.

10 PP

Focus Punch Physical 150 100

Inflicts regular damage. If the user takes damage this turn before hitting, this move will fail.
This move cannot be copied by Mirror Move, nor selected by Assist, Metronome, or Sleep Talk.

-3 Priority

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


Cubchoo's TM Moves
TM Move Type Pow/Acc
0 Mega Punch Physical 80 85

Mega Punch attacks for regular damage.

20 PP

1 Mega Kick Physical 120 75

Mega Kick attacks for regular damage.

5 PP

4 Ice Punch Physical 75 100

Ice Punch attacks for regular damage and has a 10% chance to freeze the target.

15 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

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

27 Icy Wind Special 55 95

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

15 PP

29 Charm Status - 100

Lowers the target's Attack by two stages.

20 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

33 Rain Dance Status - -

Changes the weather to rain for five turns, during which Water moves inflict 50% extra damage, and Fire moves inflict half damage.
If the user is holding Damp Rock, this effect lasts for eight turns.
Thunder has 100% accuracy. If the target has used Detect or Protect, Thunder has a (100 - accuracy)% chance to break through the protection.
Solar Beam has half power.
Moonlight, Morning Sun, and Synthesis heal only 1/4 of the user's max HP.
Pokémon with Swift Swim have doubled original Speed.
Pokémon with Forecast become Water.
Pokémon with Dry Skin heal 1/8 max HP, Pokémon with Hydration are cured of major status effects, and Pokémon with Rain Dish heal 1/16 max HP at the end of each turn.

5 PP

35 Hail Status - -

Changes the weather to hail for five turns, during which non-Ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
If the user is holding Icy Rock, this effect lasts for eight turns.
Blizzard has 100% accuracy. If the target has used Detect or Protect, Blizzard has a (100 - accuracy)% chance to break through the protection.
Moonlight, Morning Sun, and Synthesis heal only 1/4 of the user's max HP.
Pokémon with Snow Cloak are exempt from this effect's damage.

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

55 Brine Special 65 100

Inflicts regular damage. If the target has less than half its max HP remaining, this move has double power.

10 PP

58 Assurance Physical 60 100

Inflicts regular damage. If the target takes damage this turn for any reason before this move is used, this move has double power.

10 PP

59 Fling Physical - 100

Inflicts regular damage. Power and type are determined by the user's held item. The item is consumed. If the user is not holding an item, or its item has no set type and power, this move will fail.
This move ignores Sticky Hold.
If the user is under the effect of Embargo, this move will fail.

10 PP

64 Avalanche 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

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

67 Ice Fang Physical 65 95

Inflicts regular damage. Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.

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


Cubchoo's TR Moves
TR Move Type Pow/Acc
4 Surf Special 90 100

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

15 PP

5 Ice Beam Special 90 100

Ice Beam attacks for regular damage and has a 10% chance to freeze the target.

10 PP

6 Blizzard Special 110 70

Creates a blizzard that inflicts regular damage to the opponent. This blizzard has a 10% chance to freeze the target.
Blizzard has 100% accuracy during Hail weather. Due to a glitch in Pokémon Diamond and Pearl, Blizzard has a 30% chance to break through the protection of opponents using Protect or Detect in those games.

5 PP

7 Low Kick Physical - 100

Inflicts regular damage. Power increases with the target's weight in kilograms, to a maximum of 120.
Target's weight | Power --------------- | ----: Up to 10kg | 20 Up to 25kg | 40 Up to 50kg | 60 Up to 100kg | 80 Up to 200kg | 100 Above 200kg | 120

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

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

30 Encore Status - 100

The next 4–8 times (selected at random) the target attempts to move, it is forced to repeat its last used move. If the selected move allows the trainer to select a target, an opponent will be selected at random each turn. If the target is prevented from using the selected move by some other effect, Struggle will be used instead. This effect ends if the selected move runs out of PP.
If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, if it does not know the selected move, or if the selected move has 0 PP remaining, this move will fail. If the target's last used move was Encore, Mimic, Mirror Move, Sketch, Struggle, or Transform, this move will fail.

5 PP

39 Superpower Physical 120 100

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

5 PP

77 Grass Knot Special - 100

Inflicts regular damage. Power increases with the target's weight in kilograms, to a maximum of 120.
Target's weight | Power --------------- | ----: Up to 10kg | 20 Up to 25kg | 40 Up to 50kg | 60 Up to 100kg | 80 Up to 200kg | 100 Above 200kg | 120

20 PP

90 Play Rough Physical 90 90

Inflicts regular damage. Has a 10% chance to lower the target's Attack by one stage.

10 PP


Locations

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