Shelmet #616 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Snail Pokémon

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

Abilities

1: Hydration

2: Shell Armor

Overcoat (hidden)

Abilities

Breeding

Egg groups : Bug

Hatch time : 3855 steps (15 egg cycles)

Growth rate : Medium

Gender ratio : 50%, 50%


In the Wild

Catch rate : 200 (26.3% with Poké Ball & full HP)

Held item : None

EVs given : 1 Defense EVs (Effort Values) gained when fainting Shelmet

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


Species

Height : 0.4 m / 1'04" Shelmet's height in meters / feet'inches"

Weight : 7.7 kg / 16.98 lbs. Shelmet's weight in kilograms / pounds

Japanese : チョボマキ Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 305


Competitive

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


Shelmet'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!

Shelmet's Evolutions
Shelmet

Shelmet #616

Trade with Karrablast

Accelgor

Accelgor #617


Shelmet's Level Up Moves
Lvl Move Type Pow/Acc
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 Absorb Special 20 100

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

25 PP

4 Acid Special 40 100

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

30 PP

8 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

12 Mega Drain Special 40 100

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

15 PP

16 Struggle Bug Special 50 100

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

20 PP

20 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

24 Acid Armor Status - -

Raises the user's Defense by two stages.

20 PP

28 Giga Drain Special 75 100

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

10 PP

32 Guard Swap Status - -

User swaps its Defense and Special Defense modifiers with the target.

10 PP

36 Body Slam Physical 85 100

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

15 PP

40 Recover Status - -

Heals the user for half its max HP.

10 PP

44 Bug Buzz Special 90 100

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

10 PP

48 Final Gambit Special - 100

Inflicts damage equal to the user's remaining HP. User faints.

5 PP


Shelmet's Breeding Moves
Move Type Pow/Acc
Mind Reader Status - -

If the user targets the same target again before the end of the next turn, the move it uses is guaranteed to hit. This move itself also ignores accuracy and evasion modifiers.
One-hit KO moves are also guaranteed to hit, as long as the user is equal or higher level than the target. This effect also allows the user to hit Pokémon that are off the field due to moves such as Dig or Fly.
If the target uses Detect or Protect while under the effect of this move, the user is not guaranteed to hit, but has a (100 - accuracy)% chance to break through the protection.
This effect is passed on by Baton Pass.

5 PP

Guard Split Status - -

Averages the user's unmodified Defense with the target's unmodified Defense; the value becomes the unmodified Defense for both Pokémon. Unmodified Special Defense is averaged the same way.

10 PP

Double-Edge Physical 120 100

Double-Edge attacks for regular damage and the user takes 1/3 of the damage it inflicts in recoil.

15 PP

Feint Physical 30 100

Inflicts regular damage. Removes the effects of Detect or Protect from the target before hitting.
This move cannot be copied by Mirror Move, nor selected by Assist or Metronome.

+2 Priority

10 PP


Shelmet's TM Moves
TM Move Type Pow/Acc
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

28 Giga Drain Special 75 100

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

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

39 Facade Physical 70 100

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

20 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

61 Guard Swap Status - -

User swaps its Defense and Special Defense modifiers with the target.

10 PP

74 Venoshock Special 65 100

Inflicts regular damage. If the target is poisoned, 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


Shelmet'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

18 Leech Life Physical 80 100

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

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

22 Sludge Bomb Special 90 100

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

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

29 Baton Pass Status - -

User switches out, and the trainer selects a replacement Pokémon from the party. Stat changes, confusion, and persistent move effects are passed along to the replacement Pokémon.
The following move effects are passed:
* Aqua Ring * both the user's and target's effect of Block, Mean Look, and Spider Web * the curse effect of Curse * Embargo * Focus Energy or an activated Lansat Berry * Gastro Acid * Ingrain * being sapped by Leech Seed * being targeted by Lock On or Mind Reader * Magnet Rise * Perish Song's counter * Power Trick * Substitute; the doll's HP is unchanged
The replacement Pokémon does not trigger effects that respond to Pokémon switching in.

40 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

54 Toxic Spikes Status - -

Scatters poisoned spikes around the opposing field, which poison opposing Pokémon that enter the field. A second layer of these spikes may be laid down, in which case Pokémon will be badly poisoned instead. Pokémon immune to either Ground moves or being poisoned are immune to this effect. Pokémon otherwise immune to Ground moves are affected during Gravity.
If a Poison Pokémon not immune to Ground moves enters a field covered with poisoned spikes, the spikes are removed.
Rapid Spin will remove this effect from its user's side of the field. Defog will remove this effect from its target's side of the field.
This move does not trigger Synchronize, unless the Pokémon with Synchronize was forced to enter the field by another effect such as Roar.
Pokémon entering the field due to Baton Pass are not affected by this effect.

20 PP

61 Bug Buzz Special 90 100

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

10 PP

65 Energy Ball Special 90 100

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

10 PP


Locations

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