Mabosstiff
Boss Pokémon
- height
- 1.1 m
- weight
- 61 kg
Mabosstiff loves playing with children. Though usually gentle, it takes on an intimidating look when protecting its family.
Base stats
Abilities
- Intimidate
On switch-in, this Pokemon lowers the Attack of opponents by 1 stage.
- Guard Dog
Immune to Intimidate. Intimidated: +1 Attack. Cannot be forced to switch out.
- Stakeout
This Pokemon's offensive stat is doubled against a target that switched in this turn.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Moves44
30% chance to make the target flinch.
30% chance to paralyze the target.
If hit by an attack, returns 1.5x damage.
20% chance to lower the target's Defense by 1.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
20% chance to make the target flinch.
If an opponent knocks out the user, it also faints.
Digs underground turn 1, strikes turn 2.
Has 33% recoil.
Lowers the target's HP to the user's HP.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's Sp. Def by 2.
10% chance to burn. 10% chance to flinch.
Raises the user's critical hit ratio by 2.
User cannot move next turn.
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
No additional effect. Hits adjacent foes.
10% chance to freeze. 10% chance to flinch.
Prevents both user and target from switching out.
2x power if the user had a stat lowered this turn.
Lasts 2-3 turns. Confuses the user afterwards.
Shares HP of user and target equally.
Power doubles if the user moves after the target.
10% chance to lower the target's Attack by 1.
Prevents moves from affecting the user this turn.
Destroys screens, unless the target is immune.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
More power the less HP the user has left.
Forces the target to switch to a random ally.
Lowers the target's Speed by 2.
User must be asleep. Uses another known move.
100% chance to lower the foe(s) Sp. Atk by 1.
Lowers the PP of the target's last move by 4.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Raises the target's Attack by 2 and confuses it.
Target can't use status moves its next 3 turns.
If the user has no item, it steals the target's.
10% chance to paralyze. 10% chance to flinch.
100% chance to raise the user's Speed by 1.
Has 1/4 recoil.