Froslass #478 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Snow Land Pokémon

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

Abilities

1: Snow Cloak

Cursed Body (hidden)

Abilities

Breeding

Egg groups : Fairy and Mineral

Hatch time : 5140 steps (20 egg cycles)

Growth rate : Medium

Gender ratio : 0%, 100%


In the Wild

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

Held item : None

EVs given : 2 Speed EVs (Effort Values) gained when fainting Froslass

Exp. given : 168 Exp. points Experience points gained in battle when fainting Froslass


Species

Height : 1.3 m / 4'03" Froslass' height in meters / feet'inches"

Weight : 26.6 kg / 58.65 lbs. Froslass' weight in kilograms / pounds

Japanese : ユキメノコ (Yukimenoko) Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 480


Competitive

Introduced in : Diamond & Pearl / Sinnoh / Generation 4 {{ activeForm.introducedIn }}


Froslass' 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!

Froslass' Evolutions
Snorunt

Snorunt #361

Level 42

Glalie

Glalie #362

Use item: Dawn Stone on female

Froslass

Froslass #478


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

Lowers the target's Defense by one stage.

30 PP

1 Double Team Status - -

Raises the user's evasion by one stage.

15 PP

1 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

1 Destiny Bond Status - -

If the user faints before its next move, the Pokémon that fainted it will automatically faint. End-of-turn damage is ignored.
This move cannot be selected by Assist or Metronome.

5 PP

1 Headbutt Physical 70 100

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

15 PP

1 Bite Physical 60 100

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

25 PP

1 Crunch Physical 80 100

Crunch attacks for regular damage and has a 20% chance to lower the target's Defense stat by one stage.

15 PP

1 Astonish Physical 30 100

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

15 PP

1 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

1 Powder Snow Special 40 100

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

25 PP

15 Ice Shard Physical 40 100

Attacks for regular damage.

+1 Priority

30 PP

20 Draining Kiss Special 50 100

Deals regular damage. Drains 75% of the damage inflicted to heal the user.

10 PP

25 Icy Wind Special 55 95

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

15 PP

30 Frost Breath Special 60 90

Inflicts regular damage. Always scores a critical hit.

10 PP

35 Confuse Ray Status - 100

Confuses the target.

10 PP

40 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

47 Will-O-Wisp Status - 85

Burns the target.

15 PP

54 Aurora Veil Status - -

Places the Aurora Veil effect on the user's side of the field for the next 5 turns. If the weather is not Hail, or the weather is disabled by the effects of Cloud Nine or Air Lock, this move will fail.
Any regular damage dealt to an affected Pokémon is reduced by ½. (If there are multiple Pokémon on the affected field, the reduction is ⅓.)

20 PP

61 Shadow Ball Special 80 100

Shadow Ball attacks for regular damage and has a 20% chance to lower the target's Special Defense stat by one stage.

15 PP

68 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


Froslass' Breeding Moves
Move Type Pow/Acc
Disable Status - 100

Disables the target's last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, if its last used move has 0 PP remaining, or if it already has a move disabled, this move will fail.

20 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

Switcheroo Status - 100

User and target permanently swap held items. Works even if one of the Pokémon isn't holding anything. If either Pokémon is holding mail, this move will fail.
If either Pokémon has Multitype or Sticky Hold, this move will fail.
If this move results in a Pokémon obtaining Choice Band, Choice Scarf, or Choice Specs, and that Pokémon was the latter of the pair to move this turn, then the move it used this turn becomes its chosen forced move. This applies even if both Pokémon had a choice item before this move was used. If the first of the two Pokémon gains a choice item, it may select whatever choice move it wishes next turn.
Neither the user nor the target can recover its item with Recycle.
This move cannot be selected by Assist or Metronome.

10 PP

Rollout Physical 30 90

Inflicts regular damage. User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16x, and resets to normal after the lock-in ends. If this move misses or becomes unusable, the lock-in ends.
If the user has used Defense Curl since entering the field, this move has double power.

20 PP

Icicle Crash Physical 85 90

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

10 PP


Froslass' TM Moves
TM Move Type Pow/Acc
4 Ice Punch Physical 75 100

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

15 PP

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

17 Light Screen Status - -

Erects a barrier around the user's side of the field that reduces damage from special 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.

30 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

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

38 Will-O-Wisp Status - 85

Burns the target.

15 PP

39 Facade Physical 70 100

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

20 PP

44 Imprison Status - -

Prevents any Pokémon on the opposing side of the field from using any move the user knows until the user leaves the field. This effect is live; if the user obtains new moves while on the field, these moves become restricted. If no opposing Pokémon knows any of the user's moves when this move is used, this move will fail.

10 PP

46 Weather Ball Special 50 100

Inflicts regular damage. If a weather move is active, this move has double power, and its type becomes the type of the weather move. Shadow Sky is typeless for the purposes of this move.

10 PP

47 Fake Tears Status - 100

Lowers the target's Special Defense by two stages.

20 PP

51 Icicle Spear Physical 25 100

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.

30 PP

57 Payback Physical 50 100

Inflicts regular damage. If the target uses a move or switches out this turn 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

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

77 Hex Special 65 100

Inflicts regular damage. If the target has a major status ailment, this move has double power.

10 PP

87 Draining Kiss Special 50 100

Deals regular damage. Drains 75% of the damage inflicted to heal the user.

10 PP


Froslass' TR Moves
TR Move Type Pow/Acc
1 Body Slam Physical 85 100

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

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

8 Thunderbolt Special 90 100

Inflicts regular damage. Has a 10% chance to paralyze the target.

15 PP

9 Thunder Special 110 70

Inflicts regular damage. Has a 30% chance to paralyze the target.
During Rain Dance, this move has 100% accuracy. It also has a (100 - accuracy)% chance to break through the protection of Protect and Detect.
During Sunny Day, this move has 50% accuracy.

10 PP

11 Psychic Special 90 100

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

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

32 Crunch Physical 80 100

Crunch attacks for regular damage and has a 20% chance to lower the target's Defense stat by one stage.

15 PP

33 Shadow Ball Special 80 100

Shadow Ball attacks for regular damage and has a 20% chance to lower the target's Special Defense stat by one stage.

15 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

38 Trick Status - 100

User and target permanently swap held items. Works even if one of the Pokémon isn't holding anything. If either Pokémon is holding mail, this move will fail.
If either Pokémon has Multitype or Sticky Hold, this move will fail.
If this move results in a Pokémon obtaining Choice Band, Choice Scarf, or Choice Specs, and that Pokémon was the latter of the pair to move this turn, then the move it used this turn becomes its chosen forced move. This applies even if both Pokémon had a choice item before this move was used. If the first of the two Pokémon gains a choice item, it may select whatever choice move it wishes next turn.
Neither the user nor the target can recover its item with Recycle.
This move cannot be selected by Assist or Metronome.

10 PP

83 Ally Switch Status - -

User switches position on the field with the friendly Pokémon opposite it. If the user is in the middle position in a triple battle, or there are no other friendly Pokémon, this move will fail.

+2 Priority

15 PP


Moves learned upon evolving
Move Type Pow/Acc
Hex Special 65 100

Inflicts regular damage. If the target has a major status ailment, this move has double power.

10 PP


Locations

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