- 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
| HP | 90 | |
|---|---|---|
| Attack | 100 | |
| Defense | 90 | |
| Sp. Atk | 90 | |
| Sp. Def | 80 | |
| Speed | 55 | |
| Total | 505 |
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 6 Lv 10 100% - Shield
- Gift
Route 6 Lv 10 100% - Isle of Armor (Sword)
- Trade from Sword, Shield
- Isle of Armor (Shield)
- Trade from Sword, Shield
- Crown Tundra (Sword)
- Max Raid
Snowslide Slope Lv 35-60 80% - Crown Tundra (Shield)
- Max Raid
Snowslide Slope Lv 45-60 17%
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 | ||||||||
|---|---|---|---|---|---|---|---|---|
| Level | Attack Name | Type | Class | Power | Accuracy | PP | Effect % | |
| 1 | Powder Snow | Special | 40 | 100 | 25 | 10 | ||
Has a chance to freeze the target. | ||||||||
| 1 | Thunder Shock | Special | 40 | 100 | 30 | 10 | ||
Has a chance to paralyze the target. | ||||||||
| 7 | Charge | Status | -- | -- | 20 | -- | ||
Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. | ||||||||
| 14 | Echoed Voice | Special | 40 | 100 | 15 | -- | ||
Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200. | ||||||||
| 21 | Ancient Power | Special | 60 | 100 | 5 | 10 | ||
Has a chance to raise all of the user’s stats by one stage. | ||||||||
| 28 | Pluck | Physical | 60 | 100 | 20 | -- | ||
If target has a berry, inflicts double damage and uses the berry. | ||||||||
| 35 | Avalanche | Physical | 60 | 100 | 10 | -- | ||
Inflicts double damage if the user takes damage before attacking this turn. | ||||||||
| 42 | Freeze-Dry | Special | 70 | 100 | 20 | 10 | ||
Super-effective against Water. | ||||||||
| 49 | Slam | Physical | 80 | 75 | 20 | -- | ||
Inflicts regular damage with no additional effect. | ||||||||
| 56 | Discharge | Special | 80 | 100 | 15 | 30 | ||
Has a chance to paralyze the target. | ||||||||
| 63 | Bolt Beak | Physical | 85 | 100 | 10 | 100 | ||
Power doubles if the user moves before the target. | ||||||||
| 70 | Icicle Crash | Physical | 85 | 90 | 10 | 30 | ||
Has a chance to make the target flinch. | ||||||||
| 77 | Blizzard | Special | 110 | 70 | 5 | 10 | ||
Has a chance to freeze the target. | ||||||||
| TM/HM | ||||||||
|---|---|---|---|---|---|---|---|---|
| Machine | Attack Name | Type | Class | Power | Accuracy | PP | Effect % | |
| TM00 | Mega Punch | Physical | 80 | 85 | 20 | -- | ||
Inflicts regular damage with no additional effect. | ||||||||
| TM01 | Mega Kick | Physical | 120 | 75 | 5 | -- | ||
Inflicts regular damage with no additional effect. | ||||||||
| TM05 | Thunder Punch | Physical | 75 | 100 | 15 | 10 | ||
Has a chance to paralyze the target. | ||||||||
| TM08 | Hyper Beam | Special | 150 | 90 | 5 | -- | ||
User foregoes its next turn to recharge. | ||||||||
| TM09 | Giga Impact | Physical | 150 | 90 | 5 | -- | ||
User foregoes its next turn to recharge. | ||||||||
| TM14 | Thunder Wave | Status | -- | 90 | 20 | -- | ||
Paralyzes the target. | ||||||||
| TM21 | Rest | Status | -- | -- | 5 | -- | ||
User sleeps for two turns, completely healing itself. | ||||||||
| TM22 | Rock Slide | Physical | 75 | 90 | 10 | 30 | ||
Has a chance to make the target flinch. | ||||||||
| TM24 | Snore | Special | 50 | 100 | 15 | 30 | ||
Has a chance to make the target flinch. Only works if the user is sleeping. | ||||||||
| TM25 | Protect | Status | -- | -- | 10 | -- | ||
Prevents any moves from hitting the user this turn. | ||||||||
| TM27 | Icy Wind | Special | 55 | 95 | 15 | 100 | ||
Has a chance to lower the target’s Speed by one stage. | ||||||||
| TM33 | Rain Dance | Status | -- | -- | 5 | -- | ||
Changes the weather to rain for five turns. | ||||||||
| TM35 | Hail | Status | -- | -- | 10 | -- | ||
Changes the weather to a hailstorm for five turns. | ||||||||
| TM39 | Facade | Physical | 70 | 100 | 20 | -- | ||
Power doubles if user is burned, paralyzed, or poisoned. | ||||||||
| TM48 | Rock Tomb | Physical | 60 | 95 | 15 | 100 | ||
Has a chance to lower the target’s Speed by one stage. | ||||||||
| TM51 | Icicle Spear | Physical | 25 | 100 | 30 | -- | ||
Hits 2-5 times in one turn. | ||||||||
| TM54 | Rock Blast | Physical | 25 | 90 | 10 | -- | ||
Hits 2-5 times in one turn. | ||||||||
| TM57 | Payback | Physical | 50 | 100 | 10 | -- | ||
Power is doubled if the target has already moved this turn. | ||||||||
| TM64 | Avalanche | Physical | 60 | 100 | 10 | -- | ||
Inflicts double damage if the user takes damage before attacking this turn. | ||||||||
| TM66 | Thunder Fang | Physical | 65 | 95 | 15 | 10 | ||
Has a chance to paralyze the target and a chance to make the target flinch. | ||||||||
| TM67 | Ice Fang | Physical | 65 | 95 | 15 | 10 | ||
Has a chance to freeze the target and a chance to make the target flinch. | ||||||||
| TM76 | Round | Special | 60 | 100 | 15 | -- | ||
Has double power if it’s used more than once per turn. | ||||||||
| TM81 | Bulldoze | Physical | 60 | 100 | 20 | 100 | ||
Has a chance to lower the target’s Speed by one stage. | ||||||||
| TM98 | Stomping Tantrum | Physical | 75 | 100 | 10 | -- | ||
Has double power if the user’s last move failed. | ||||||||
| TR01 | Body Slam | Physical | 85 | 100 | 15 | 30 | ||
Has a chance to paralyze the target. | ||||||||
| TR03 | Hydro Pump | Special | 110 | 80 | 5 | -- | ||
Inflicts regular damage with no additional effect. | ||||||||
| TR04 | Surf | Special | 90 | 100 | 15 | -- | ||
Inflicts regular damage and can hit Dive users. | ||||||||
| TR05 | Ice Beam | Special | 90 | 100 | 10 | 10 | ||
Has a chance to freeze the target. | ||||||||
| TR06 | Blizzard | Special | 110 | 70 | 5 | 10 | ||
Has a chance to freeze the target. | ||||||||
| TR07 | Low Kick | Physical | -- | 100 | 20 | -- | ||
Inflicts more damage to heavier targets, with a maximum of 120 power. | ||||||||
| TR08 | Thunderbolt | Special | 90 | 100 | 15 | 10 | ||
Has a chance to paralyze the target. | ||||||||
| TR09 | Thunder | Special | 110 | 70 | 10 | 30 | ||
Has a chance to paralyze the target. | ||||||||
| TR20 | Substitute | 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. | ||||||||
| TR26 | Endure | Status | -- | -- | 10 | -- | ||
Prevents the user’s HP from lowering below 1 this turn. | ||||||||
| TR27 | Sleep Talk | Status | -- | -- | 10 | -- | ||
Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | ||||||||
| TR31 | Iron Tail | Physical | 100 | 75 | 15 | 30 | ||
Has a chance to lower the target’s Defense by one stage. | ||||||||
| TR37 | Taunt | Status | -- | 100 | 20 | -- | ||
For the next few turns, the target can only use damaging moves. | ||||||||
| TR42 | Hyper Voice | Special | 90 | 100 | 10 | -- | ||
Inflicts regular damage with no additional effect. | ||||||||
| TR75 | Stone Edge | Physical | 100 | 80 | 5 | -- | ||
Has an increased chance for a critical hit. | ||||||||
| TR80 | Electro Ball | Special | -- | 100 | 10 | -- | ||
Power is higher when the user has greater Speed than the target, up to a maximum of 150. | ||||||||
| TR86 | Wild Charge | Physical | 90 | 100 | 15 | -- | ||
User receives 1/4 the damage it inflicts in recoil. | ||||||||
| Tutor | |||||||
|---|---|---|---|---|---|---|---|
| Attack Name | Type | Class | Power | Accuracy | PP | Effect % | |
| 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. | |||||||