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Arrokuda Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Arrokuda, a Water type creature first seen in Generation 8. Evolves into Barraskewda. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Arrokuda #0846
Rush Pokémon
Pokemon Profile
Pokédex Data
National No. #0846
Type water
Species Rush Pokémon
Height 0.5 m (1'72")
Weight 1.0 kg (2.2 lbs)
Abilities Swift swim,Propeller tail
Color Brown
Introduced in Generation 8
Egg Group water2
Shiny
Pokemon Profile

Base Stats

Hp 41 15%
Attack 63 23%
Defense 40 15%
Sp. Atk 40 15%
Sp. Def 30 11%
Speed 66 24%
Total 280
Evolution
Pokemon 1
#0846
Arrokuda
Pokemon 1
#0847
Barraskewda

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Arrokuda learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
6 Fury Attack The target is jabbed repeatedly with a horn or beak two to five times in a row. Physical Normal 15 85 20
48 Double Edge A reckless, life-risking tackle. This also damages the user quite a lot. Physical Normal 120 100 15
12 Bite The target is bitten with viciously sharp fangs. This may also make the target flinch. Physical Dark 60 100 25
1 Peck The target is jabbed with a sharply pointed beak or horn. Physical Flying 35 100 35
18 Agility The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. Status Psychic 0 0 30
36 Crunch The user crunches up the target with sharp fangs. This may also lower the target’s Defense stat. Physical Dark 80 100 15
24 Dive Diving on the first turn, the user floats up and attacks on the next turn. Physical Water 80 100 10
1 Aqua Jet The user lunges at the target at a speed that makes it almost invisible. This move always goes first. Physical Water 40 100 20
30 Laser Focus The user concentrates intensely. The attack on the next turn always results in a critical hit. Status Normal 0 0 30
42 Liquidation The user slams into the target using a full-force blast of water. This may also lower the target’s Defense stat. Physical Water 85 100 10

Moves Learned through Breeding (Egg Moves)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Thrash The user rampages and attacks for two to three turns. The user then becomes confused. Physical Normal 120 100 10
0 Slash The target is attacked with a slash of claws or blades. Critical hits land more easily. Physical Normal 70 100 20
0 Acupressure The user applies pressure to stress points, sharply boosting one of its or its allies’ stats. Status Normal 0 0 30
0 Night Slash The user slashes the target the instant an opportunity arises. Critical hits land more easily. Physical Dark 70 100 15

Arrokuda Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Take Down A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Physical Normal 90 85 20
0 Hydro Pump The target is blasted by a huge volume of water launched under great pressure. Special Water 110 80 5
0 Surf The user attacks everything around it by swamping its surroundings with a giant wave. This can also be used for crossing water. Special Water 90 100 15
0 Focus Energy The user takes a deep breath and focuses so that critical hits land more easily. Status Normal 0 0 30
0 Waterfall The user charges at the target and may make it flinch. This can also be used to climb a waterfall. Physical Water 80 100 15
0 Swift Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Special Normal 60 0 20
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Snore An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. Special Normal 50 100 15
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Whirlpool The user traps the target in a violent swirling whirlpool for four to five turns. Special Water 35 85 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Brick Break The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. Physical Fighting 75 100 15
0 Bounce The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis. Physical Flying 85 85 5
0 Water Pulse The user attacks the target with a pulsing blast of water. This may also confuse the target. Special Water 60 100 20
0 Close Combat The user fights the target up close without guarding itself. This also lowers the user’s Defense and Sp. Def stats. Physical Fighting 120 100 5
0 Assurance If the target has already taken some damage in the same turn, this attack’s power is doubled. Physical Dark 60 100 10
0 Poison Jab The target is stabbed with a tentacle or arm steeped in poison. This may also poison the target. Physical Poison 80 100 20
0 Ice Fang The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen. Physical Ice 65 95 15
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Scald The user shoots boiling hot water at its target. This may also leave the target with a burn. Special Water 80 100 15
0 Drill Run The user crashes into its target while rotating its body like a drill. Critical hits land more easily. Physical Ground 80 95 10
0 Throat Chop The user attacks the target’s throat, and the resultant suffering prevents the target from using moves that emit sound for two turns. Physical Dark 80 100 15
0 Psychic Fangs The user bites the target with its psychic capabilities. This can also destroy Light Screen and Reflect. Physical Psychic 85 100 10
0 Tera Blast Special Normal 80 100 10
0 Chilling Water Special Water 50 100 20

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