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Zapdos GALAR Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Zapdos is an Electric/Flying type creature first seen in Generation 1. Zapdos has a Galarian Form, first seen in the Crown Tundra Expansion Pass to creature Sword/Shield. 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.

Zapdos GALAR #0145
Electric Pokémon
Pokemon Profile
Pokédex Data
National No. #0145
Type fighting flying
Species Electric Pokémon
Height 1.6 m (5'24")
Weight 58.2 kg (128.3 lbs)
Abilities Defiant
Color Yellow
Introduced in Generation 1
Egg Group no-eggs
Shiny
Pokemon Profile
Alternate Forms
Pokemon Image 1

Base Stats

Hp 90 16%
Attack 125 22%
Defense 90 16%
Sp. Atk 85 15%
Sp. Def 90 16%
Speed 100 18%
Total 580
Evolution

Zapdos GALAR does not evolve.

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:
Resistant to:

Moves Learned by Level Up

Zapdos GALAR learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Peck The target is jabbed with a sharply pointed beak or horn. Physical Flying 35 100 35
35 Drill Peck A corkscrewing attack with a sharp beak acting as a drill. Physical Flying 80 100 20
55 Counter A retaliation move that counters any physical attack, inflicting double the damage taken. Physical Fighting 0 100 20
20 Agility The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. Status Psychic 0 0 30
10 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
1 Focus Energy The user takes a deep breath and focuses so that critical hits land more easily. Status Normal 0 0 30
70 Reversal An all-out attack that becomes more powerful the less HP the user has. Physical Fighting 0 100 15
60 Detect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Fighting 0 0 5
25 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
5 Rock Smash The user attacks with a punch. This may also lower the target’s Defense stat. This move can also shatter rocks in the field. Physical Fighting 40 100 15
30 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
50 Bulk Up The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats. Status Fighting 0 0 20
15 Pluck The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect. Physical Flying 60 100 20
65 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
40 Quick Guard The user protects itself and its allies from priority moves. Status Fighting 0 0 15
45 Thunderous Kick The user overwhelms the target with lightning-like movement before delivering a kick. This also lowers the target’s Defense stat. Physical Fighting 90 100 10

Zapdos GALAR Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Fly The user soars and then strikes its target on the next turn. This can also be used to fly to any familiar town. Physical Flying 90 95 15
0 Mega Kick The target is attacked by a kick launched with muscle-packed power. Physical Normal 120 75 5
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 Low Kick A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power. Physical Fighting 0 100 20
0 Screech An earsplitting screech harshly lowers the target’s Defense stat. Status Normal 0 85 40
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 Scary Face The user frightens the target with a scary face to harshly lower its Speed stat. Status Normal 0 100 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 Steel Wing The target is hit with wings of steel. This may also raise the user’s Defense stat. Physical Steel 70 90 25
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 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. Status Dark 0 100 20
0 Helping Hand The user assists an ally by boosting the power of that ally’s attack. Status Normal 0 0 20
0 Superpower The user attacks the target with great power. However, this also lowers the user’s Attack and Defense stats. Physical Fighting 120 100 5
0 Revenge An attack move that inflicts double the damage if the user has been hurt by the opponent in the same turn. Physical Fighting 60 100 10
0 Blaze Kick The user launches a kick that lands a critical hit more easily. This may also leave the target with a burn. Physical Fire 85 90 10
0 Aerial Ace The user confounds the target with speed, then slashes. This attack never misses. Physical Flying 60 0 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 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 U Turn After making its attack, the user rushes back to switch places with a party Pokémon in waiting. Physical Bug 70 100 20
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 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 Brave Bird The user tucks in its wings and charges from a low altitude. This also damages the user quite a lot. Physical Flying 120 100 15
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 Low Sweep The user makes a swift attack on the target’s legs, which lowers the target’s Speed stat. Physical Fighting 65 100 20
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 Acrobatics The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. Physical Flying 55 100 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 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
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 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 Tera Blast Special Normal 80 100 10
0 Trailblaze Physical Grass 50 100 20

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