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Dudunsparce Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Dudunsparce, a Normal type creature first seen in Generation 9. Evolution of Dunsparce. 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.

Dudunsparce #0982
Land Snake Pokémon
Pokemon Profile
Pokédex Data
National No. #0982
Type normal
Species Land Snake Pokémon
Height 3.6 m (11'96")
Weight 39.2 kg (86.4 lbs)
Abilities Serene grace,Run away,Rattled
Color Yellow
Introduced in Generation 9
Egg Group ground
Shiny
Pokemon Profile
Alternate Forms
Pokemon Image 1

Base Stats

Hp 125 25%
Attack 100 20%
Defense 80 16%
Sp. Atk 85 17%
Sp. Def 75 15%
Speed 55 11%
Total 520
Evolution
Pokemon 1
#0206
Dunsparce
Pokemon 1
#0982
Dudunsparce Three Segment

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:

Moves Learned by Level Up

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

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
48 Double Edge A reckless, life-risking tackle. This also damages the user quite a lot. Physical Normal 120 100 15
16 Screech An earsplitting screech harshly lowers the target’s Defense stat. Status Normal 0 85 40
1 Defense Curl The user curls up to conceal weak spots and raise its Defense stat. Status Normal 0 0 40
12 Glare The user intimidates the target with the pattern on its belly to cause paralysis. Status Normal 0 100 30
1 Flail The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power. Physical Normal 0 100 15
4 Mud Slap The user hurls mud in the target’s face to inflict damage and lower its accuracy. Special Ground 20 100 10
8 Rollout The user continually rolls into the target over five turns. It becomes more powerful each time it hits. Physical Rock 30 90 20
20 Ancient Power The user attacks with a prehistoric power. This may also raise all the user’s stats at once. Special Rock 60 100 5
28 Yawn The user lets loose a huge yawn that lulls the target into falling asleep on the next turn. Status Normal 0 0 10
52 Endeavor An attack move that cuts down the target’s HP to equal the user’s HP. Physical Normal 0 100 5
36 Roost The user lands and rests its body. It restores the user’s HP by up to half of its max HP. Status Flying 0 0 10
40 Dragon Rush The user tackles the target while exhibiting overwhelming menace. This may also make the target flinch. Physical Dragon 100 75 10
44 Coil The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy. Status Poison 0 0 20
24 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
56 Hurricane The user attacks by wrapping its opponent in a fierce wind that flies up into the sky. This may also confuse the target. Special Flying 110 70 10
62 Boomburst The user attacks everything around it with the destructive power of a terrible, explosive sound. Special Normal 140 100 10
32 Hyper Drill Physical Normal 100 100 5

Dudunsparce Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
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 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 Flamethrower The target is scorched with an intense blast of fire. This may also leave the target with a burn. Special Fire 90 100 15
0 Ice Beam The target is struck with an icy-cold beam of energy. This may also leave the target frozen. Special Ice 90 100 10
0 Blizzard A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen. Special Ice 110 70 5
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 Solar Beam A two-turn attack. The user gathers light, then blasts a bundled beam on the next turn. Special Grass 120 100 10
0 Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. Special Electric 90 100 15
0 Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. Special Electric 110 70 10
0 Earthquake The user sets off an earthquake that strikes every Pokémon around it. Physical Ground 100 100 10
0 Dig The user burrows, then attacks on the next turn. It can also be used to exit dungeons. Physical Ground 80 100 10
0 Agility The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. Status Psychic 0 0 30
0 Fire Blast The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn. Special Fire 110 85 5
0 Amnesia The user temporarily empties its mind to forget its concerns. This sharply raises the user’s Sp. Def stat. Status Psychic 0 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 Rock Slide Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. Physical Rock 75 90 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 Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. Physical Dark 60 100 25
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 Scary Face The user frightens the target with a scary face to harshly lower its Speed stat. Status Normal 0 100 10
0 Outrage The user rampages and attacks for two to three turns. The user then becomes confused. Physical Dragon 120 100 10
0 Sandstorm A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. Status Rock 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 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 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 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 Helping Hand The user assists an ally by boosting the power of that ally’s attack. Status Normal 0 0 20
0 Hyper Voice The user lets loose a horribly echoing shout with the power to inflict damage. Special Normal 90 100 10
0 Rock Tomb Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement. Physical Rock 60 95 15
0 Mud Shot The user attacks by hurling a blob of mud at the target. This also lowers the target’s Speed stat. Special Ground 55 95 15
0 Poison Tail The user hits the target with its tail. This may also poison the target. Critical hits land more easily. Physical Poison 50 100 25
0 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
0 Tailwind The user whips up a turbulent whirlwind that ups the Speed stat of the user and its allies for four turns. Status Flying 0 0 15
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 Air Slash The user attacks with a blade of air that slices even the sky. This may also make the target flinch. Special Flying 75 95 15
0 Earth Power The user makes the ground under the target erupt with power. This may also lower the target’s Sp. Def. Special Ground 90 100 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 Stone Edge The user stabs the target with sharpened stones from below. Critical hits land more easily. Physical Rock 100 80 5
0 Stealth Rock The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle. Status Rock 0 0 20
0 Heavy Slam The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move’s power. Physical Steel 0 100 10
0 Stored Power The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. Special Psychic 20 100 10
0 Hex This relentless attack does massive damage to a target affected by status conditions. Special Ghost 65 100 10
0 Bulldoze The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit. Physical Ground 60 100 20
0 Dragon Tail The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. Physical Dragon 60 90 10
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 Smart Strike The user stabs the target with a sharp horn. This attack never misses. Physical Steel 70 0 10
0 Stomping Tantrum Driven by frustration, the user attacks the target. If the user’s previous move has failed, the power of this move doubles. Physical Ground 75 100 10
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
0 Tera Blast Special Normal 80 100 10
0 Ice Spinner Physical Ice 80 100 15
0 Pounce Physical Bug 50 100 20
0 Chilling Water Special Water 50 100 20

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