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Calyrex

In-battle formes

HP:100
Attack:80
Defense:80
Sp. Atk:80
Sp. Def:80
Speed:80
Min (-ve nature, 0 IVs)148
Default196
Max Neutral259
Max Positive284
Max Neutral (+1)388
Max Positive (+1)426
Max Neutral (+2)518
Max Positive (+2)568
ZeroUsed
Double Dance259

Formes

Strategies

  • en
Formats:
  • ZU
Written by sleid

Overview

Calyrex is unviable in SS ZU due to its poor typing coupled with its lack of offensive coverage to put on any immediate pressure. Galarian Rapidash does a better job in this role because of its higher Speed, better typing and ability, and access to reliable recovery.

Double Dance

Move 1
Move 2
Move 3
  • Giga Drain
    User recovers 50% of the damage dealt.
    TypeGrass
    CategorySpecial
    Power75 BP
    Accuracy100%
Move 4
  • Stored Power
    + 20 power for each of the user's stat boosts.
    TypePsychic
    CategorySpecial
    Power20 BP
    Accuracy100%

Calyrex attempts to act as a sweeper with its great overall bulk and access to Agility and Calm Mind. However, it struggles in the metagame because some of the top Pokemon like Klinklang and Skuntank resist or are immune to its Grass- and Psychic-type attacks. It also gets walled by the tier's top special wall in Articuno, which can either hit it for big damage with Freeze-Dry or U-turn or use Haze to remove all of its boosts. Calyrex finds a very hard time coming in safely to set up, unlike Galarian Rapidash, which has better defensive typing and reliable recovery to set up more easily, greater Speed to outrun the metagame without needing to boost, offensive coverage to hit the tier at least neutrally, and an ability that doesn't let it get worn down by the very popular Toxic.

Credits

Moves

 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
PP
15
The user swaps positions with its ally.
 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
25
Accuracy
100%
PP
30
Hits 2-5 times in one turn.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
50
Accuracy
100%
PP
10
User recovers 75% of the damage dealt.
 
Power
Accuracy
100%
PP
5
Target repeats its last move for its next 3 turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
80
Accuracy
100%
PP
10
User on Psychic Terrain: 1.5x power, hits foes.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
120
Accuracy
100%
PP
10
Hits two turns after being used.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
10
5 turns. Grounded: +Grass power, +1/16 max HP.
 
Power
Accuracy
PP
20
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
 
Power
Accuracy
PP
10
Swaps Defense and Sp. Def changes with target.
 
Power
Accuracy
PP
10
Heals the target by 50% of its max HP.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
Accuracy
90%
PP
10
1/8 of target's HP is restored to user every turn.
 
Power
Accuracy
PP
10
Heals the user and its allies by 1/4 their max HP.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
For 5 turns, all held items have no effect.
 
Power
40
Accuracy
100%
PP
15
User recovers 50% of the damage dealt.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
40
Accuracy
100%
PP
20
Scatters coins.
 
Power
90
Accuracy
100%
PP
15
If the target is an ally, heals 50% of its max HP.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
PP
10
Swaps Attack and Sp. Atk stat stages with target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
5 turns. Grounded: +Psychic power, priority-safe.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
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
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
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
125
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
10
Swaps Speed stat with target.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
80
Accuracy
100%
PP
10
20% chance to paralyze or burn or freeze target.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
Accuracy
PP
10
For 5 turns, all Defense and Sp. Def stats switch.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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