Gastrodon #423 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Sea Slug Pokémon

Gastrodon in Pokémon Sword & Shield Gastrodon in SW/SH
Gastrodon's shiny sprite in Pokémon Sword & Shield Shiny Gastrodon in SW/SH
West Sea
East Sea

Abilities

1: Sticky Hold

2: Storm Drain

Sand Force (hidden)

Abilities

Breeding

Egg groups : Water 1 and Amorphous

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 HP EVs (Effort Values) gained when fainting Gastrodon

Exp. given : 166 Exp. points Experience points gained in battle when fainting Gastrodon


Species

Height : 0.9 m / 2'11" Gastrodon's height in meters / feet'inches"

Weight : 29.9 kg / 65.93 lbs. Gastrodon's weight in kilograms / pounds

Japanese : トリトドン (Toritodon) Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 475


Competitive

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


Gastrodon'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!

Gastrodon's Evolutions
Shellos

Shellos #422

Level 30

Gastrodon

Gastrodon #423


Gastrodon's Level Up Moves
Lvl Move Type Pow/Acc
1 Water Gun Special 40 100

Water Gun attacks for regular damage.

25 PP

1 Recover Status - -

Heals the user for half its max HP.

10 PP

1 Harden Status - -

Raises the user's Defense by one stage.

30 PP

1 Mud-Slap Special 20 100

Inflicts regular damage. Has a 100% chance to lower the target's accuracy by one stage.

10 PP

15 Water Pulse Special 60 100

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

20 PP

20 Ancient Power Special 60 100

Ancient Power inflicts regular damage to the target and has a 10% chance to raise all of the user's stats by +1 stage each. Let's just hope you get it.

5 PP

25 Body Slam Physical 85 100

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

15 PP

33 Muddy Water Special 90 85

Inflicts regular damage. Has a 30% chance to lower the target's accuracy by one stage.

10 PP

39 Earth Power Special 90 100

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

10 PP

46 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

53 Memento Status - 100

Lowers the target's Attack and Special Attack by two stages. User faints.

10 PP


Gastrodon's Breeding Moves
Move Type Pow/Acc
Mist Status - -

Pokémon on the user's side of the field are immune to stat-lowering effects for five turns.
Guard Swap, Heart Swap, and Power Swap may still be used.
Defog used by an opponent will end this effect.

30 PP

Acid Armor Status - -

Raises the user's Defense by two stages.

20 PP

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

Stockpile Status - -

Raises the user's Defense and Special Defense by one stage each. Stores energy for use with Spit Up and Swallow. Up to three levels of energy can be stored, and all are lost if the user leaves the field. Energy is still stored even if the stat boosts cannot be applied.
If the user uses Baton Pass, the stat boosts are passed as normal, but the stored energy is not.

20 PP

Swallow Status - -

Heals the user depending on the amount of energy stored by Stockpile: 1/4 its max HP after one use, 1/2 its max HP after two uses, or fully after three uses. Stored energy is consumed, and the user's Defense and Special Defense are reset to what they would be if Stockpile had not been used. If the user has no energy stored, this move will fail.

10 PP

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

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

Sludge Special 65 100

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

20 PP

Mirror Coat Special - 100

Targets the last opposing Pokémon to hit the user with a special 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

Spit Up Special - 100

Inflicts regular damage. Power is equal to 100 times the amount of energy stored by Stockpile. Ignores the random factor in the damage formula. Stored energy is consumed, and the user's Defense and Special Defense are reset to what they would be if Stockpile had not been used. If the user has no energy stored, this move will fail.
This move cannot be copied by Mirror Move.

10 PP

Clear Smog Special 50 -

Inflicts regular damage. All of the target's stat modifiers are reset to zero.

15 PP


Gastrodon'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

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

27 Icy Wind Special 55 95

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

15 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

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

36 Whirlpool Special 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.
If the target is in the first turn of Dive, this move will hit with double power.

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

45 Dive Physical 80 100

Inflicts regular damage. User dives underwater for one turn, becoming immune to attack, and hits on the second turn.
During the immune turn, Surf, and Whirlpool 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

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

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

53 Mud Shot Special 55 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

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


Gastrodon's 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

3 Hydro Pump Special 110 80

Hydro Pump attacks for regular damage.

5 PP

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

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

16 Waterfall Physical 80 100

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

15 PP

17 Amnesia Status - -

Raises the user's Special Defense 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

22 Sludge Bomb Special 90 100

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

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

45 Muddy Water Special 90 85

Inflicts regular damage. Has a 30% chance to lower the target's accuracy by one stage.

10 PP

67 Earth Power Special 90 100

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

10 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

78 Sludge Wave Special 95 100

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

10 PP

84 Scald Special 80 100

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

15 PP


Locations

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