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Cryogonal

In-battle formes

HP:80
Attack:50
Defense:50
Sp. Atk:95
Sp. Def:135
Speed:105
Min (-ve nature, 0 IVs)193
Default246
Max Neutral309
Max Positive339
Max Neutral (+1)463
Max Positive (+1)508
Max Neutral (+2)618
Max Positive (+2)678
PU
Offensive339
Defensive325

Strategies

  • en
Formats:
  • PU
Written by rien

Overview

Cryogonal stands out from other Rapid Spin users thanks to its combination of an excellent Speed tier, good offensive typing, and decent utility, which lends it a better matchup against common spinblockers such as Jellicent, Golurk, and Oricorio-G. It is also notable for being the fastest entry hazard remover in the metagame as well as being the only spinner with access to reliable recovery, which improves its chances of removing hazards repeatedly. Cryogonal's Speed and good offensive typing give it a notable offensive presence, and it even performs well as a specially defensive wall that can check prevalent special attackers such as Victreebel and Aurorus. However, Cryogonal's low Defense stat and poor defensive typing make it vulnerable to the majority of physical attacks, including Pursuit, as well as Stealth Rock. As a spinner, it faces competition from Alolan Sandslash and Hitmonchan, whose superior Defense stats, better defensive typing, and lack of weakness to Stealth Rock grant them more opportunities to switch in. It also faces competition from Articuno as a specially defensive wall and offensive threat due to its part Flying typing, access to Heal Bell, and better offensive moveset.

Offensive

Move 1
  • Rapid Spin
    Frees user from hazards, binding, Leech Seed.
    TypeNormal
    CategoryPhysical
    Power20 BP
    Accuracy100%
  • Defog
    -1 evasion; clears user and target side's hazards.
    TypeFlying
Move 2
Move 3
  • Freeze-Dry
    10% chance to freeze. Super effective on Water.
    TypeIce
    CategorySpecial
    Power70 BP
    Accuracy100%
Move 4

Moves

Defog can be used over Rapid Spin on non-entry hazard stacking teams, as it gives Cryogonal more opportunities to remove entry hazards. Freeze-Dry takes precedence over Frost Breath as Cryogonal's STAB move of choice, as it allows Cryogonal to deal with Water-types like Jellicent, Lanturn, and Ludicolo while retaining enough power to pressure Calm Mind variants of Oricorio-E and Oricorio-G. Hidden Power Fire lets Cryogonal threaten Ferroseed, which otherwise walls it, as well as Alolan Sandslash and Rotom-F. Hidden Power Fighting is an option that lets Cryogonal deal better damage to Aurorus and Aggron while still hitting Alolan Sandslash, but it leaves Cryogonal walled by Ferroseed and Bronzor.

Set Details

Icium Z lets Cryogonal OHKO Oricorio-E and Oricorio-G after a Calm Mind boost, as well as take out targets like Mudsdale, Lurantis, and Absol from full health and Skuntank and Stoutland after slight chip damage. If the team already has a Z-Move user, Metronome can be used to further increase Cryogonal's cleaning potential, given that very few Pokemon can take a boosted Freeze-Dry comfortably, as well as its ability to pressure Pokemon that might attempt to switch in and wall it, such as Musharna and Bronzor. Alternatively, Icicle Plate's consistent power boost to Freeze-Dry can be used to check targets like Lanturn and Jellicent more reliably.

Usage Tips

Cryogonal works well early-game, when it can utilize its good offensive prowess to threaten entry hazard setters such as Torterra, Mudsdale, and Qwilfish and find entry hazard removal opportunities against foes that it forces out such as Jellicent and Oricorio-G. Cryogonal's special bulk is respectable even when uninvested, allowing it to switch into threats like Oricorio-E, Jellicent, and Lanturn and giving it more opportunities to wallbreak. However, pivoting into these threats shouldn't be its main purpose, and it also shouldn't be brought in against stronger special attackers like Drampa or foes with physical coverage moves that can lure it in and KO it, such as Victreebel and Abomasnow. Cryogonal can also attempt to conceal the fact that it's offensive and preserve its Z-Move to take out Pursuit trappers such as Skuntank, Absol, and Stoutland that usually force it out. It should do so when its health is full, however, as the lack of Leftovers recovery can give away the set. Icium Z can similarly be used to take out or heavily damage predicted switch-ins that would normally counter Cryogonal, such as Gurdurr, Eelektross, and Regirock. Metronome's surprise factor can be utilized against foes that normally wall Cryogonal such as Bronzor, which will likely attempt to set up Stealth Rock once it sees Hidden Power Fire's low initial damage output.

Team Options

Entry hazard setters such as Qwilfish, Ferroseed, Mudsdale, and Regirock assist Cryogonal by pressuring Pokemon that it struggles with such as Kangaskhan and Lycanroc, with Qwilfish also being able to switch into Gurdurr and Regirock alleviating Cryogonal's pressure of checking Oricorio-E. In return, all of them appreciate Cryogonal dealing with Jellicent and Lanturn and revenge killing Torterra, Lurantis, and Victreebel. Kangaskhan and Combusken can offensively check Simisear, weaken Eelektross and Metang, and pressure mutual targets like Victreebel and Alolan Sandslash. Both appreciate Cryogonal supporting them with entry hazard removal and eliminating targets that they struggle to break through, such as Mudsdale, Jellicent, Lanturn, and Altaria. Jellicent and Victreebel can provide Cryogonal with a solid defensive backbone, as they are able to handle Fighting-types like Gurdurr and Primeape as well as cripple Rock-types that Cryogonal struggles to break through such as Regirock and Carbink. Jellicent is also capable of switching into Combusken and Alolan Sandslash and can even function as a spinblocker on entry hazard stacking teams. In return, Cryogonal can check Oricorio-E and Oricorio-G for them. Lanturn and Primeape can create opportunities for Cryogonal to wallbreak or remove entry hazards by bringing it in on Pokemon like Jellicent, Mudsdale, and Eelektross, with the former also checking Fire-types like Combusken and non-Grassium Z Simisear and curing Cryogonal of status with Heal Bell and the latter revenge killing Absol and Alolan Raichu. Swords Dance Silvally-Fairy is also notable for being able to pressure Musharna, Gurdurr, and Hitmonchan and benefiting from entry hazard removal provided by Cryogonal. Skuntank greatly assists Cryogonal by threatening and Pursuit trapping bulky Psychic-types such as Musharna, Metang, and Bronzor and weakening other targets such as Stoutland, Silvally-Fairy, and opposing Cryogonal.

Defensive

Move 1
  • Rapid Spin
    Frees user from hazards, binding, Leech Seed.
    TypeNormal
    CategoryPhysical
    Power20 BP
    Accuracy100%
  • Defog
    -1 evasion; clears user and target side's hazards.
    TypeFlying
Move 2
Move 3
  • Frost Breath
    Always results in a critical hit.
    TypeIce
    CategorySpecial
    Power60 BP
    Accuracy90%
  • Freeze-Dry
    10% chance to freeze. Super effective on Water.
    TypeIce
    CategorySpecial
    Power70 BP
    Accuracy100%
Move 4

Moves

Defog may be used in place of Rapid Spin as an unblockable means of entry hazard removal if keeping your own hazards up is of lesser concern. Frost Breath is Cryogonal's STAB move of choice, as the guaranteed critical hits help it break through Calm Mind and Quiver Dance users such as Oricorio-E, Oricorio-G, and Bellossom as well as other targets that are weak to Ice like Victreebel and Golurk. Freeze-Dry is an alternative STAB move that sacrifices power and setup pressure to OHKO Water-types like Swanna and Ludicolo and pressure others like Qwilfish, Jellicent, and Lanturn. Hidden Power Fire allows Cryogonal to 2HKO Ferroseed, as it takes virtually nothing from Cryogonal's other attacks, as well as Alolan Sandslash. Hidden Power Fighting can be used to target Aurorus and Aggron while still hitting Alolan Sandslash but misses out on Ferroseed. Toxic can be used over Hidden Power to cripple switch-ins such as Eelektross as well as walls like Regirock and Jellicent.

Set Details

200 Speed investment with a Timid nature allows Cryogonal to remove entry hazards quickly, often before it takes any hit, and outspeed Swanna, Oricorio-E, and Oricorio-G. 8 Special Attack investment guarantees Cryogonal can 2HKO specially defensive Alolan Sandslash with Hidden Power Fire after Stealth Rock. The remainder of EVs are invested into HP and Special Defense to further improve Cryogonal's special bulk.

Usage Tips

Cryogonal should preferably target Pokemon that don't threaten it with physical attacks or Toxic, such as Aurorus and Oricorio-E, so it can remove entry hazards safely. Its high Special Defense can be utilized to counter special attackers that don't pose a threat to it, such as Victreebel and Oricorio-G, as well as hazard setters like Qwilfish and Omastar. Although Cryogonal's offensive prowess isn't great without investment in Special Attack, its nearly unresisted Ice + Fire or Fighting coverage can be a nuisance for many teams and thus should be used to chip predicted switch-ins. Toxic should be used against setters such as Regirock, which can otherwise easily set Stealth Rock repeatedly against Cryogonal.

Team Options

Cryogonal fits well on entry hazard stacking teams that appreciate its fast Rapid Spin, thus making it a natural partner to Spikes and Toxic Spikes setters such as Qwilfish, Ferroseed, and Roselia as well as spinblockers such as Golurk and Jellicent. Thanks to its excellent special bulk, it can act as a backbone for specially frail team members like Dodrio, Victreebel, and Haunter. Due to its physical frailty, and in particular its weakness to common Fighting-type Pokemon, Fighting-type checks like Tangela, Oricorio-E, and Mudsdale as well as Normal-type checks like Gurdurr and Regirock make good partners. Gurdurr in particular stands out as an excellent partner to Cryogonal, checking most Fighting- and Rock-types that threaten Cryogonal and absorbing incoming Toxic from walls, while in return Cryogonal can deal with Gurdurr's biggest threats in the form of Victreebel and Oricorio-E. Lanturn is also a great option, as aside from checking many similar targets, Cryogonal can check Ground-types like Mudsdale that threaten Lanturn, while in return Lanturn can check Fire-types and cure Cryogonal of any status condition with Heal Bell. Lastly, stallbreakers like Kangaskhan and Stoutland can greatly help non-Toxic Cryogonal against stall while also greatly benefitting from hazard stacking thanks to the multitude of switches they can force from the opposing team.

Other Options

Cryogonal can utilize additional utility moves such as Knock Off, which cripples Assault Vest users like Eelektross and Eviolite users like Bronzor as they switch in, as well as Protect, which can be used to scout against Choice-locked Pursuit users such as Dodrio and Stoutland as well as to protect itself from Z-Move users such as Alolan Persian. However, Cryogonal struggles to fit either over important coverage or generally more useful utility in Toxic. Offensive variants can use Water Pulse or Hidden Power Ground to check Simisear in a pinch at the expense of Hidden Power Fire's superior coverage.

Checks and Counters

Fighting-types: Gurdurr, Hitmonchan, and Primeape pose a serious threat to Cryogonal. The former two take very little damage from any of Cryogonal's attacks and can use it to replenish their health with Drain Punch, while the latter, which often runs Choice Scarf, can outspeed and KO Cryogonal easily or gain momentum with U-turn. Gurdurr can even benefit from getting hit with Toxic, as it activates its Guts ability.

Rock-types: Rock-types like Regirock and Lycanroc can easily check Cryogonal, as Regirock dislikes Toxic but takes very little damage from any of Cryogonal's attacks, Lycanroc naturally outspeeds it and can easily set up Swords Dance on forced switches, and both can OHKO Cryogonal with Stone Edge. Carracosta, Kabutops, and Aggron are other Rock-types that can take out Cryogonal, although the former two have to watch out for Freeze-Dry while the latter fears Hidden Power Fighting.

Fire-types: Simisear takes little damage from any of Cryogonal's moves, allowing it to set up Nasty Plot in its face and take it out with Fire Blast. Combusken can also take advantage of Cryogonal's lack of super effective coverage. Both dislike getting hit by Toxic, however.

Steel-types: Ferroseed is notable for being able to threaten Cryogonal with an OHKO from Gyro Ball, as well as for walling any variant that chooses not to run Hidden Power Fire. Alolan Dugtrio, as well as Alolan Sandslash under hail, can outspeed Cryogonal and take it out with Iron Head. None of them appreciates being hit by Hidden Power Fire while switching in, however, while Alolan Dugtrio also takes a big dent from Cryogonal's Ice-type moves. Bronzor is a near-perfect counter to Cryogonal, although Metronome Hidden Power Fire sets can give it some trouble.

Strong Physical Attackers: Even when it isn't necessarily at a type matchup disadvantage, Cryogonal can't stay in on offensive threats such as Stoutland and Dodrio, which can easily OHKO it with their STAB attacks if Cryogonal has taken Stealth Rock damage. Power-Up Punch Kangaskhan can use Cryogonal as setup fodder, and Pursuit trappers such as Skuntank can take more than half of Cryogonal's HP if it switches out.

Status: Toxic damage severely limits Cryogonal's ability to remove entry hazards repeatedly and function as a wall. The majority of offensively oriented teams that feature Cryogonal lack a cleric to bring it back to good health.

Credits

Moves

 
Power
Accuracy
PP
20
Raises the user's Defense by 2.
 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
65
Accuracy
100%
PP
20
10% chance to lower the target's Attack by 1.
 
Power
Accuracy
PP
20
For 5 turns, damage to allies is halved. Hail only.
 
Power
15
Accuracy
85%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
Accuracy
PP
15
-1 evasion; clears user and target side's hazards.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
250
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
10% chance to freeze. Super effective on Water.
 
Power
60
Accuracy
90%
PP
10
Always results in a critical hit.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
30
For 5 turns, protects user's party from stat drops.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
20
Accuracy
100%
PP
40
Frees user from hazards, binding, Leech Seed.
 
Power
Accuracy
PP
10
Heals the user by 50% of its max HP.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
PP
30
Raises the user's Attack by 1.
 
Power
Accuracy
30%
PP
5
OHKOs non-Ice targets. Fails if user's lower level.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
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