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Great TUSK Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Great Tusk, a Ground/Fighting type creature first seen in Generation 9. This creature is referred to in the Scarlet Book. The book describes how this savage monster attacked the expedition team, showcasing its sizable body, and also, tusks, mortally wounding one of the explorers. It bears a striking resemblance to Donphan. 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.

Great TUSK #0984
Paradox Pokémon
Pokemon Profile
Pokédex Data
National No. #0984
Type ground fighting
Species Paradox Pokémon
Height 2.2 m (7'24")
Weight 320.0 kg (705.6 lbs)
Abilities Protosynthesis,Protosynthesis
Color Purple
Introduced in Generation 9
Egg Group no-eggs
Shiny
Pokemon Profile

Base Stats

Hp 115 21%
Attack 131 23%
Defense 131 23%
Sp. Atk 53 10%
Sp. Def 53 10%
Speed 87 16%
Total 570
Evolution

Great TUSK does not evolve.

Moves Learned by Level Up

Great TUSK learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Horn Attack The target is jabbed with a sharply pointed horn to inflict damage. Physical Normal 65 100 25
49 Earthquake The user sets off an earthquake that strikes every Pokémon around it. Physical Ground 100 100 10
1 Defense Curl The user curls up to conceal weak spots and raise its Defense stat. Status Normal 0 0 40
1 Rollout The user continually rolls into the target over five turns. It becomes more powerful each time it hits. Physical Rock 30 90 20
77 Megahorn Using its tough and impressive horn, the user rams into the target with no letup. Physical Bug 120 85 10
21 Rapid Spin A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes. Physical Normal 50 100 40
1 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
14 Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. Status Dark 0 100 20
28 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
42 Knock Off The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item. Physical Dark 65 100 20
70 Endeavor An attack move that cuts down the target’s HP to equal the user’s HP. Physical Normal 0 100 5
63 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
56 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
84 Head Smash The user attacks the target with a hazardous, full-power headbutt. This also damages the user terribly. Physical Rock 150 80 5
7 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
35 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
91 Headlong Rush Physical Ground 120 100 5

Great TUSK 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 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 Dig The user burrows, then attacks on the next turn. It can also be used to exit dungeons. Physical Ground 80 100 10
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 Reversal An all-out attack that becomes more powerful the less HP the user has. Physical Fighting 0 100 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 Scary Face The user frightens the target with a scary face to harshly lower its Speed stat. Status Normal 0 100 10
0 Mud Slap The user hurls mud in the target’s face to inflict damage and lower its accuracy. Special Ground 20 100 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 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
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 Bulk Up The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats. Status Fighting 0 0 20
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 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 Thunder Fang The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis. Physical Electric 65 95 15
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 Fire Fang The user bites with flame-cloaked fangs. This may also make the target flinch or leave it with a burn. Physical Fire 65 95 15
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 Flash Cannon The user gathers all its light energy and releases it at once. This may also lower the target’s Sp. Def stat. Special Steel 80 100 10
0 Iron Head The user slams the target with its steel-hard head. This may also make the target flinch. Physical Steel 80 100 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 Psyshock The user materializes an odd psychic wave to attack the target. This attack does physical damage. Special Psychic 80 100 10
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 Play Rough The user plays rough with the target and attacks it. This may also lower the target’s Attack stat. Physical Fairy 90 90 10
0 Smart Strike The user stabs the target with a sharp horn. This attack never misses. Physical Steel 70 0 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

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