Skuntank #435 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Skunk Pokémon

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

Abilities

1: Stench

2: Aftermath

Keen Eye (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 : 60 (7.9% with Poké Ball & full HP)

Held item : None

EVs given : 2 HP EVs (Effort Values) gained when fainting Skuntank

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


Species

Height : 1 m / 3'03" Skuntank's height in meters / feet'inches"

Weight : 38 kg / 83.79 lbs. Skuntank's weight in kilograms / pounds

Japanese : スカタンク (Skutank) Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 479


Competitive

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


Skuntank'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!

Skuntank's Evolutions
Stunky

Stunky #434

Level 34

Skuntank

Skuntank #435


Skuntank's Level Up Moves
Lvl Move Type Pow/Acc
1 Smokescreen Status - 100

Lowers the target's accuracy by one stage.

20 PP

1 Poison Gas Status - 90

Poisons the target.

40 PP

1 Scratch Physical 40 100

Scratch attacks for regular damage.

35 PP

1 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

9 Acid Spray Special 40 100

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

20 PP

12 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

15 Focus Energy Status - -

User's critical hit rate is two levels higher until it leaves the field. If the user has already used Focus Energy since entering the field, this move will fail.
This effect is passed on by Baton Pass.

30 PP

18 Bite Physical 60 100

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

25 PP

21 Venoshock Special 65 100

Inflicts regular damage. If the target is poisoned, this move has double power.

10 PP

24 Screech Status - 85

Lowers the target's Defense by two stages.

40 PP

27 Toxic Status - 90

Toxic badly poisons the target. The poison from this move will do more damage for each turn the opponent stays in battle.
From X & Y and onwards, this move never misses when used by a Poison-type Pokémon, and also hits through the semi-vulnerable turn in moves such as Fly or Dive. Poison-types, Steel-types, and Pokémon with the ability Immunity cannot be poisoned.

10 PP

30 Sucker Punch Physical 70 100

Inflicts regular damage. If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail.
This move is not affected by Iron Fist.

+1 Priority

5 PP

33 Memento Status - 100

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

10 PP

38 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

43 Belch Special 120 90

Inflicts regular damage. Can only be used if the user has eaten a berry since the beginning of the battle.
After the user eats a berry, it may use this move any number of times until the end of the battle, even if it switches out. Eating a held berry, eating a berry via Bug Bite or Pluck, or being the target of a Flung berry will enable this move. Feeding a Pokémon a berry from the bag or using Natural Gift will not.
If the trainer chooses this move when it cannot be used, the choice is rejected outright and the trainer must choose another move.

10 PP

48 Venom Drench Status - 100

Lowers the target's Attack, Special Attack, and Speed by one stage if it is poisoned.

20 PP

53 Explosion Physical 250 100

The user explodes to inflict regular damage to the opponent. The user also faints in doing this, even if the move fails or misses.

5 PP


Skuntank's Breeding Moves
Move Type Pow/Acc
Leer Status - 100

Lowers the target's Defense by one stage.

30 PP

Haze Status - -

Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
This does not count as a stat reduction for the purposes of Clear Body or White Smoke.

30 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

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

Astonish Physical 30 100

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

15 PP

Smog Special 30 70

Inflicts regular damage. Has a 40% chance to poison the target.

20 PP


Skuntank'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

13 Fire Spin 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.
Rapid Spin cancels this effect.

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

16 Screech Status - 85

Lowers the target's Defense by two stages.

40 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

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

39 Facade Physical 70 100

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

20 PP

40 Swift Special 60 -

Inflicts regular damage. Ignores accuracy and evasion modifiers.

20 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

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

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

77 Hex Special 65 100

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

10 PP

84 Tail Slap Physical 25 85

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.

10 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


Skuntank's TR Moves
TR Move Type Pow/Acc
2 Flamethrower Special 90 100

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

15 PP

13 Focus Energy Status - -

User's critical hit rate is two levels higher until it leaves the field. If the user has already used Focus Energy since entering the field, this move will fail.
This effect is passed on by Baton Pass.

30 PP

15 Fire Blast Special 110 85

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

5 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

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

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

68 Nasty Plot Status - -

Raises the user's Special Attack by two stages.

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

90 Play Rough Physical 90 90

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

10 PP

91 Venom Drench Status - 100

Lowers the target's Attack, Special Attack, and Speed by one stage if it is poisoned.

20 PP

95 Throat Chop Physical 80 100

Inflicts regular damage. Silences the target for two turns, preventing it from using any sound-based moves.

15 PP


Moves learned upon evolving
Move Type Pow/Acc
Flamethrower Special 90 100

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

15 PP


Locations

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