Scraggy #559 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Shedding Pokémon

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

Abilities

1: Shed Skin

2: Moxie

Intimidate (hidden)

Abilities

Breeding

Egg groups : Field and Dragon

Hatch time : 3855 steps (15 egg cycles)

Growth rate : Medium

Gender ratio : 50%, 50%


In the Wild

Catch rate : 180 (23.7% with Poké Ball & full HP)

Held item : None

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

Exp. given : 70 Exp. points Experience points gained in battle when fainting Scraggy


Species

Height : 0.6 m / 2'00" Scraggy's height in meters / feet'inches"

Weight : 11.8 kg / 26.02 lbs. Scraggy's weight in kilograms / pounds

Japanese : ズルッグ (Zuruggu) Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 348


Competitive

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


Scraggy'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!

Scraggy's Evolutions
Scraggy

Scraggy #559

Level 39

Scrafty

Scrafty #560


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

Lowers the target's Defense by one stage.

30 PP

1 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

4 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

8 Headbutt Physical 70 100

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

15 PP

12 Sand Attack Status - 100

Lowers the target's accuracy by one stage.

15 PP

16 Facade Physical 70 100

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

20 PP

20 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

24 Beat Up Physical - 100

Inflicts typeless regular damage. Every Pokémon in the user's party, excepting those that have fainted or have a major status effect, attacks the target. Calculated stats are ignored; the base stats for the target and assorted attackers are used instead. The random factor in the damage formula is not used. Dark Pokémon still get STAB.
This effect breaks through Wonder Guard.

10 PP

28 Scary Face Status - 100

Lowers the target's Speed by two stages.

10 PP

32 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

36 Swagger Status - 85

Raises the target's Attack by 2 stages, then confuses it. If the opponent's Attack cannot be raised by 2 stages, the confusion is not applied and you're stuck with a +6 attack opponent trying to faint all your Pokémon.

15 PP

40 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

44 High Jump Kick Physical 130 90

Inflicts regular damage. If this move misses, is blocked by Protect or Detect, or has no effect, the user takes half the damage it would have inflicted in recoil. This recoil damage will not exceed half the user's max HP.
This move cannot be used while Gravity is in effect.

10 PP

48 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

52 Head Smash Physical 150 80

Inflicts regular damage. User takes 1/2 the damage it inflicts in recoil.

5 PP


Scraggy's Breeding Moves
Move Type Pow/Acc
Detect 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

5 PP

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

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

Fake Out Physical 40 100

Inflicts regular damage. Causes the target to Flinch. Can only be used on the user's first turn after entering the field.

+3 Priority

10 PP

Power-Up Punch Physical 40 100

Inflicts regular damage. Raises the user's Attack by one stage.

20 PP

Acid Spray Special 40 100

Inflicts regular damage. Lowers the target's Special Defense by two stages.

20 PP


Scraggy'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

3 Fire Punch Physical 75 100

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

15 PP

4 Ice Punch Physical 75 100

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

15 PP

5 Thunder Punch Physical 75 100

Inflicts regular damage. Has a 10% chance to paralyze 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

22 Rock Slide Physical 75 90

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

10 PP

23 Thief Physical 60 100

Inflicts regular damage. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.
Pokémon with Sticky Hold or Multitype are immune to the item theft effect.
The target cannot recover its item with Recycle.
This move cannot be selected by Assist or Metronome.

25 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

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

34 Sunny Day Status - -

Changes the weather to sunshine for five turns, during which Fire moves inflict 50% extra damage, and Water moves inflict half damage.
If the user is holding Heat Rock, this effect lasts for eight turns.
Pokémon cannot become frozen.
Thunder has 50% accuracy.
Solar Beam skips its charge turn.
Moonlight, Morning Sun, and Synthesis heal 2/3 of the user's max HP.
Pokémon with Chlorophyll have doubled original Speed.
Pokémon with Forecast become Fire.
Pokémon with Leaf Guard are not affected by major status effects.
Pokémon with Flower Gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%.
Pokémon with Dry Skin lose 1/8 max HP at the end of each turn.
Pokémon with Solar Power have their original Special Attack raised by 50% but lose 1/8 their max HP at the end of each turn.

5 PP

37 Beat Up Physical - 100

Inflicts typeless regular damage. Every Pokémon in the user's party, excepting those that have fainted or have a major status effect, attacks the target. Calculated stats are ignored; the base stats for the target and assorted attackers are used instead. The random factor in the damage formula is not used. Dark Pokémon still get STAB.
This effect breaks through Wonder Guard.

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

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

47 Fake Tears Status - 100

Lowers the target's Special Defense by two stages.

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

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

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

63 Drain Punch Physical 75 100

Drain Punch attacks for regular damage and heals the user's HP 50% of the damage inflicted on the target.

10 PP

75 Low Sweep Physical 65 100

Lowers the target's Speed by one stage.

20 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

85 Snarl Special 55 95

Inflicts regular damage, and also lowers the target's Special Attack stat by one stage (100% chance).

15 PP


Scraggy's TR Moves
TR Move Type Pow/Acc
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

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

31 Iron Tail Physical 100 75

Iron Tail attacks for regular damage and has a 30% chance to lower the target's Defense stat by one stage.

15 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

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

46 Iron Defense Status - -

Raises the user's Defense by two stages.

15 PP

47 Dragon Claw Physical 80 100

Dragon Claw attacks for regular damage.

15 PP

48 Bulk Up Status - -

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

20 PP

51 Dragon Dance Status - -

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

20 PP

57 Poison Jab Physical 80 100

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

20 PP

58 Dark Pulse Special 80 100

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

15 PP

62 Dragon Pulse Special 85 100

Dragon Pulse attacks for regular damage.

10 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

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

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

81 Foul Play Physical 95 100

Inflicts regular damage. Damage is calculated using the target's attacking stat rather than the user's.

15 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.