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Dubwool Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Dubwool, a Normal type creature first seen in Generation 8. Evolution of Wooloo. 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.

Dubwool #0832
Sheep Pokémon
Pokemon Profile
Pokédex Data
National No. #0832
Type normal
Species Sheep Pokémon
Height 1.3 m (4'36")
Weight 43.0 kg (94.8 lbs)
Abilities Fluffy,Steadfast,Bulletproof
Color White
Introduced in Generation 8
Egg Group ground
Shiny
Pokemon Profile

Base Stats

Hp 72 15%
Attack 80 17%
Defense 100 21%
Sp. Atk 60 13%
Sp. Def 90 19%
Speed 88 18%
Total 490
Evolution
Pokemon 1
#0831
Wooloo
Pokemon 1
#0832
Dubwool

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:

Moves Learned by Level Up

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

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
16 Double Kick The target is quickly kicked twice in succession using both feet. Physical Fighting 30 100 30
21 Headbutt The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. Physical Normal 70 100 15
1 Tackle A physical attack in which the user charges and slams into the target with its whole body. Physical Normal 40 100 35
27 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
50 Double Edge A reckless, life-risking tackle. This also damages the user quite a lot. Physical Normal 120 100 15
1 Growl The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats. Status Normal 0 100 40
1 Defense Curl The user curls up to conceal weak spots and raise its Defense stat. Status Normal 0 0 40
38 Reversal An all-out attack that becomes more powerful the less HP the user has. Physical Fighting 0 100 15
1 Copycat The user mimics the move used immediately before it. The move fails if no other move has been used yet. Status Normal 0 0 20
32 Guard Swap The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. Status Psychic 0 0 10
56 Last Resort This move can be used only after the user has used all the other moves it knows in the battle. Physical Normal 140 100 5
12 Guard Split The user employs its psychic power to average its Defense and Sp. Def stats with those of the target. Status Psychic 0 0 10
44 Cotton Guard The user protects itself by wrapping its body in soft cotton, which drastically raises the user’s Defense stat. Status Grass 0 0 10

Dubwool Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Swords Dance A frenetic dance to uplift the fighting spirit. This sharply raises the user’s Attack stat. Status Normal 0 0 20
0 Mega Kick The target is attacked by a kick launched with muscle-packed power. Physical Normal 120 75 5
0 Body Slam The user drops onto the target with its full body weight. This may also leave the target with paralysis. Physical Normal 85 100 15
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
0 Agility The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. Status Psychic 0 0 30
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 Baton Pass The user switches places with a party Pokémon in waiting and passes along any stat changes. Status Normal 0 0 40
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
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 Payback The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. Physical Dark 50 100 10
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Zen Headbutt The user focuses its willpower to its head and attacks the target. This may also make the target flinch. Physical Psychic 80 90 15
0 Electro Ball The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power. Special Electric 0 100 10
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 Retaliate The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move becomes more powerful. Physical Normal 70 100 5
0 Wild Charge The user shrouds itself in electricity and smashes into its target. This also damages the user a little. Physical Electric 90 100 15
0 Body Press The user attacks by slamming its body into the target. The higher the user’s Defense, the more damage it can inflict on the target. Physical Fighting 80 100 10

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