Rillaboom
Drummer Pokémon
- height
- 2.1 m
- weight
- 90 kg
The one with the best drumming techniques becomes the boss of the troop. It has a gentle disposition and values harmony among its group.
Base stats
Abilities
- Overgrow
At 1/3 or less of its max HP, this Pokemon's offensive stat is 1.5x with Grass attacks.
- Grassy Surge
On switch-in, this Pokemon summons Grassy Terrain.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Moves67
Power doubles if the user has no held item.
Power doubles if target was damaged this turn.
Uses user's Def stat as Atk in damage calculation.
30% chance to paralyze the target.
No additional effect. Hits adjacent Pokemon.
Destroys screens, unless the target is immune.
No additional effect. Hits adjacent Pokemon.
Raises the user's Attack and Defense by 1.
100% chance lower adjacent Pkmn Speed by 1.
Hits 2-5 times in one turn.
Hits 2 times in one turn.
Has 33% recoil.
User recovers 50% of the damage dealt.
100% chance to lower the target's Speed by 1.
10% chance to lower the target's Sp. Def by 1.
Hits adjacent Pokemon. Double damage on Dig.
Lowers the target's HP to the user's HP.
User survives attacks this turn with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
Power doubles if user is burn/poison/paralyzed.
Hits first. First turn out only. 100% flinch chance.
Flings the user's item at the target. Power varies.
10% chance to lower the target's Sp. Def by 1.
Raises the user's critical hit ratio by 2.
Fails if the user takes damage before it hits.
User cannot move next turn.
User recovers 50% of the damage dealt.
User cannot move next turn.
More power the heavier the target.
User on Grassy Terrain: +1 priority.
5 turns. Grounded: +Grass power, +1/16 max HP.
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
Lowers the user's Speed by 1.
No additional effect.
User cannot move next turn.
No additional effect. Hits adjacent foes.
1.5x damage if foe holds an item. Removes item.
Lowers the user's Sp. Atk by 2.
1/8 of target's HP is restored to user every turn.
More power the heavier the target.
100% chance to lower the target's Speed by 1.
No additional effect.
100% chance to lower the target's Speed by 1.
Lowers the target's Attack and Sp. Atk by 1.
Prevents moves from affecting the user this turn.
User sleeps 2 turns and restores HP and status.
Power doubles if others used Round this turn.
Lowers the target's Speed by 2.
Lowers the target's Defense by 2.
No additional effect.
User must be asleep. Uses another known move.
100% chance to lower the foe(s) Sp. Atk by 1.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
Charges turn 1. Hits turn 2. No charge in sunlight.
Power doubles if the user's last move failed.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Lowers the user's Attack and Defense by 1.
Raises the user's Attack by 2.
Target can't use status moves its next 3 turns.
If the user has no item, it steals the target's.
100% chance to raise the user's Speed by 1.
User switches out after damaging the target.
Lasts 3 turns. Active Pokemon cannot fall asleep.
Has 33% recoil.
The target's Ability becomes Insomnia.