Pokémechanics
Sword & Shield

#881Arctozolt

Arctozolt as it appears in Sword & ShieldShiny Arctozolt as it appears in Sword & Shield
Type
Species
Fossil Pokémon
Height
2.3 m
Weight
150.0 kg

Arctozolt

Sword
The shaking of its freezing upper half is what generates its electricity. It has a hard time walking around.
Shield
This Pokémon lived on prehistoric seashores and was able to preserve food with the ice on its body. It went extinct because it moved so slowly.

Base stats

EVs: +2 Attack

HP90
Attack100
Defense90
Sp. Atk90
Sp. Def80
Speed55
Total505

Abilities

Volt Absorb
Absorbs Electric moves, healing for 1/4 max HP.
Static
Has a 30% chance of paralyzing attacking Pokémon on contact.
Slush Rush (hidden)
During Hail, this Pokémon has double Speed.

Locations

Sword
Gift
Route 6Lv 10100%
Shield
Gift
Route 6Lv 10100%
Isle of Armor (Sword)
Trade from Sword, Shield
Isle of Armor (Shield)
Trade from Sword, Shield
Crown Tundra (Sword)
Max Raid
Snowslide SlopeLv 35-6080%
Crown Tundra (Shield)
Max Raid
Snowslide SlopeLv 45-6017%

Damage taken

  • x1
  • x2
  • x0.5
  • x1
  • x2
  • x2
  • x1
  • x1
  • x1
  • x2
  • x1
  • x1
  • x0.5
  • x1
  • x0.5
  • x1
  • x1
  • x1
Level Up
LevelAttack NameTypeClassPowerAccuracyPPEffect %
1Powder Snow
Special
40
100
25
10
Has a chance to freeze the target.
1Thunder Shock
Special
40
100
30
10
Has a chance to paralyze the target.
7Charge
Status
--
--
20
--
Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
14Echoed Voice
Special
40
100
15
--
Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
21Ancient Power
Special
60
100
5
10
Has a chance to raise all of the user’s stats by one stage.
28Pluck
Physical
60
100
20
--
If target has a berry, inflicts double damage and uses the berry.
35Avalanche
Physical
60
100
10
--
Inflicts double damage if the user takes damage before attacking this turn.
42Freeze-Dry
Special
70
100
20
10
Super-effective against Water.
49Slam
Physical
80
75
20
--
Inflicts regular damage with no additional effect.
56Discharge
Special
80
100
15
30
Has a chance to paralyze the target.
63Bolt Beak
Physical
85
100
10
100
Power doubles if the user moves before the target.
70Icicle Crash
Physical
85
90
10
30
Has a chance to make the target flinch.
77Blizzard
Special
110
70
5
10
Has a chance to freeze the target.
TM/HM
MachineAttack NameTypeClassPowerAccuracyPPEffect %
TM00Mega Punch
Physical
80
85
20
--
Inflicts regular damage with no additional effect.
TM01Mega Kick
Physical
120
75
5
--
Inflicts regular damage with no additional effect.
TM05Thunder Punch
Physical
75
100
15
10
Has a chance to paralyze the target.
TM08Hyper Beam
Special
150
90
5
--
User foregoes its next turn to recharge.
TM09Giga Impact
Physical
150
90
5
--
User foregoes its next turn to recharge.
TM14Thunder Wave
Status
--
90
20
--
Paralyzes the target.
TM21Rest
Status
--
--
5
--
User sleeps for two turns, completely healing itself.
TM22Rock Slide
Physical
75
90
10
30
Has a chance to make the target flinch.
TM24Snore
Special
50
100
15
30
Has a chance to make the target flinch. Only works if the user is sleeping.
TM25Protect
Status
--
--
10
--
Prevents any moves from hitting the user this turn.
TM27Icy Wind
Special
55
95
15
100
Has a chance to lower the target’s Speed by one stage.
TM33Rain Dance
Status
--
--
5
--
Changes the weather to rain for five turns.
TM35Hail
Status
--
--
10
--
Changes the weather to a hailstorm for five turns.
TM39Facade
Physical
70
100
20
--
Power doubles if user is burned, paralyzed, or poisoned.
TM48Rock Tomb
Physical
60
95
15
100
Has a chance to lower the target’s Speed by one stage.
TM51Icicle Spear
Physical
25
100
30
--
Hits 2-5 times in one turn.
TM54Rock Blast
Physical
25
90
10
--
Hits 2-5 times in one turn.
TM57Payback
Physical
50
100
10
--
Power is doubled if the target has already moved this turn.
TM64Avalanche
Physical
60
100
10
--
Inflicts double damage if the user takes damage before attacking this turn.
TM66Thunder Fang
Physical
65
95
15
10
Has a chance to paralyze the target and a chance to make the target flinch.
TM67Ice Fang
Physical
65
95
15
10
Has a chance to freeze the target and a chance to make the target flinch.
TM76Round
Special
60
100
15
--
Has double power if it’s used more than once per turn.
TM81Bulldoze
Physical
60
100
20
100
Has a chance to lower the target’s Speed by one stage.
TM98Stomping Tantrum
Physical
75
100
10
--
Has double power if the user’s last move failed.
TR01Body Slam
Physical
85
100
15
30
Has a chance to paralyze the target.
TR03Hydro Pump
Special
110
80
5
--
Inflicts regular damage with no additional effect.
TR04Surf
Special
90
100
15
--
Inflicts regular damage and can hit Dive users.
TR05Ice Beam
Special
90
100
10
10
Has a chance to freeze the target.
TR06Blizzard
Special
110
70
5
10
Has a chance to freeze the target.
TR07Low Kick
Physical
--
100
20
--
Inflicts more damage to heavier targets, with a maximum of 120 power.
TR08Thunderbolt
Special
90
100
15
10
Has a chance to paralyze the target.
TR09Thunder
Special
110
70
10
30
Has a chance to paralyze the target.
TR20Substitute
Status
--
--
10
--
Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TR26Endure
Status
--
--
10
--
Prevents the user’s HP from lowering below 1 this turn.
TR27Sleep Talk
Status
--
--
10
--
Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TR31Iron Tail
Physical
100
75
15
30
Has a chance to lower the target’s Defense by one stage.
TR37Taunt
Status
--
100
20
--
For the next few turns, the target can only use damaging moves.
TR42Hyper Voice
Special
90
100
10
--
Inflicts regular damage with no additional effect.
TR75Stone Edge
Physical
100
80
5
--
Has an increased chance for a critical hit.
TR80Electro Ball
Special
--
100
10
--
Power is higher when the user has greater Speed than the target, up to a maximum of 150.
TR86Wild Charge
Physical
90
100
15
--
User receives 1/4 the damage it inflicts in recoil.
Tutor
Attack NameTypeClassPowerAccuracyPPEffect %
Meteor Beam
Special
120
90
10
100
Requires a turn to charge before attacking. Raises the users Special Attack by 1 stage after the first turn.
Rising Voltage
Special
70
100
20
100
If Electric Terrain is active and the user is grounded, this move has has its power doubled.