Toxtricity
Punk Pokémon
- height
- 1.6 m
- weight
- 40 kg
This short-tempered and aggressive Pokémon chugs stagnant water to absorb any toxins it might contain.
Base stats
Abilities
- Punk Rock
This Pokemon receives 1/2 damage from sound moves. Its own have 1.3x power.
- Plus
If an active ally has this Ability or the Minus Ability, this Pokemon's Sp. Atk is 1.5x.
- Technician
This Pokemon's moves of 60 power or less have 1.5x power, including Struggle.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Moves68
Ability effects— only if the Pokémon runs that ability
- Technician1.5× power for attacks with 60 BP or less
100% chance to lower the target's Sp. Def by 2.
Cannot be selected until the user eats a Berry.
No additional effect. Hits adjacent Pokemon.
Destroys screens, unless the target is immune.
+1 SpD, user's next Electric move 2x power.
70% chance to raise the user's Sp. Atk by 1.
Lowers the target's Attack by 2.
30% chance to paralyze adjacent Pokemon.
User recovers 50% of the damage dealt.
Lowers the target's Sp. Atk by 2.
5 turns. Grounded: +Electric power, can't sleep.
More power the faster the user is than the target.
100% chance to lower the foe(s) Speed by 1.
Target repeats its last move for its next 3 turns.
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.
10% chance to burn the target.
More power the less HP the user has left.
Flings the user's item at the target. Power varies.
User cannot move next turn.
30% chance to poison the target.
One adjacent ally's move power is 1.5x this turn.
Power doubles if the target has a status ailment.
User cannot move next turn.
No additional effect. Hits adjacent foes.
No additional effect.
Lowers the target's Sp. Def by 2.
Lowers the target's Attack and Sp. Atk by 1.
100% chance to paralyze the target.
No additional effect. Hits foe(s).
Power doubles if the user moves after the target.
30% chance to poison the target.
Prevents moves from affecting the user this turn.
For 2 turns, the target is prevented from healing.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
2x power if target is grounded in Electric Terrain.
Power doubles if others used Round this turn.
Lowers the target's Speed by 2.
Lowers the target's Defense by 2.
Raises the user's Speed by 2 and Attack by 1.
User must be asleep. Uses another known move.
30% chance to poison the target.
10% chance to poison adjacent Pokemon.
100% chance to lower the foe(s) Sp. Atk by 1.
User must be asleep. 30% chance to flinch target.
+ 20 power for each of the user's stat boosts.
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.
Lowers the target's Attack and Sp. Atk by 1.
If the user has no item, it steals the target's.
For 2 turns, the target cannot use sound moves.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze. 10% chance to flinch.
10% chance to paralyze the target.
Paralyzes the target.
10% chance to paralyze the target.
Badly poisons the target. Poison types can't miss.
Poisons grounded foes on switch-in. Max 2 layers.
100% chance to raise the user's Speed by 1.
Lasts 3 turns. Active Pokemon cannot fall asleep.
Power doubles if the target is poisoned.
User switches out after damaging the target.
Has 1/4 recoil.
100% chance to paralyze the target.