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In other gens:

Skuntank

In-battle formes

HP:103
Attack:93
Defense:67
Sp. Atk:71
Sp. Def:61
Speed:84
Min (-ve nature, 0 IVs)155
Default204
Max Neutral267
Max Positive293
Max Neutral (+1)400
Max Positive (+1)439
Max Neutral (+2)534
Max Positive (+2)586
Monotype
Defensivo Special (Poison)204

Evolutions

Strategies

Formats:
  • Monotype
Written by Lin

Defensivo Special (Poison)

Move 1
  • Poison Jab
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 2
  • Sucker Punch
    Usually goes first. Fails if target is not attacking.
    TypeDark
    CategoryPhysical
    Power70 BP
    Accuracy100%
    Priority1
Move 3
  • Defog
    -1 evasion; ends user and target hazards/terrain.
    TypeFlying
Move 4
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4

Graças a sua tipagem Dark, Skuntank consegue encontrar um nicho em equipes Poison, sendo capaz de bloquear Pokémon Psychic-type como Gardevoir e Hatterene. Poison Jab faz um trabalho fantástico de lidar com Grass-types como Appletun e os Psychic-types mencionados anteriormente. Sucker Punch é usado para punir Ghost- e Psychic-types como Dragapult, Jirachi e Alolan Raichu. No entanto, deve ser usado com cuidado contra uma matchup Psychic, já que o parceiro comum de Jirachi, Indeedee-M impede Skuntank de usar Sucker Punch com o Psychic Terrain. Defog se livra de entry hazards enquanto permite a Galarian Weezing não usá-lo e também remove Eletric Terrain e Psychic Terrain. Protect é usado para fazer scout de moves de Pokémon Choice-locked como Jirachi e Excadrill enquanto também fornece um turno extra de recuperação do Black Sludge. Aftermath é escolhido para punir inimigos que dependem muito de moves de contato, como Dracovish, Bisharp, Jirachi e Weavile, e comuns usuários de U-turn como Dragapult e Celebi.

Galarian Weezing é um bom parceiro por causa da sua ability Levitate, permitindo-lhe a ser imune a moves do Ground-type de inimigos como não-Mold Breaker Excadrill, Seismitoad e Hippowdon. Galarian Weezing também fornece suporte de Will-O-Wisp, que pode ser usado para debilitar Pokémon fisicamente ofensivos como Mamoswine e Weavile. Em troca, Skuntank libera Galarian Weezing de carregar Defog, o que cria espaço para opções de coverage como Flamethrower e Fire Blast. Vileplume forma um core defensivo sólido com Skuntank com o seu physical bulk e Strength Sap. Além disso, com a sua neutralidade a Ground, Vileplume fornece uma switch-in para Mold Breaker Excadrill, ao sempre aguentar dois ataques sem boost, e com o Defog do Skuntank, Vileplume faz switch em Excadrill com ainda mais segurança. Toxapex é um pivot defensivo fantástico para muitos Pokémon ofensivos como Keldeo sem Taunt, Dracovish e Mimikyu. Entre Toxic, Baneful Bunker e Toxic Spikes, Toxapex possui grande potencial de espalhar poison, o que pode ser ainda mais aproveitado pelo Protect do Skuntank. Salazzle se beneficia bastante com Skuntank, já que Skuntank pode se livrar de entry hazards para ela. Isso permite a Salazzle usar a combinação de Substitute + Toxic com certa segurança e ameaçar Steel-types como Ferrothorn e Aegislash com seu Flamethrower. Além disso, Salazzle pode derrotar Choice Scarf Excadrill se estiver atrás de um Substitute. Em troca, Salazzle se aproveita de Pokémon defensivos como Toxapex, Corviknight e Mandibuzz, que Skuntank tem dificuldade de enfrentar. Skuntank também ajuda com acumulação de Toxic com o seu Protect. Com a sua boa coverage, Gengar derrota Pokémon que tem potencial de se aproveitar do Skuntank, como Ferrothorn e Corviknight. Em troca, Skuntank pode fazer switch em ataques do Ghost-type para Gengar. Drapion pode ser usado como um parceiro rápido para derrotar outros Pokémon com Choice Scarf como Gardevoir. Além disso, seu Knock Off pode remover itens de inimigo como Galarian Corsola, Corviknight e Toxapex.

Credits

Moves

 
Power
40
Accuracy
100%
PP
20
100% chance to lower the target's Sp. Def by 2.
 
Power
60
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
Power
30
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
120
Accuracy
90%
PP
10
Cannot be selected until the user eats a Berry.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
70
Accuracy
100%
PP
5
100% burns a target that had a stat rise this turn.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
40
Removes adjacent Pokemon's held items.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
Accuracy
PP
15
-1 evasion; ends user and target hazards/terrain.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
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
30
Accuracy
100%
PP
10
Nullifies Detect, Protect, and Quick/Wide Guard.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
18
Accuracy
80%
PP
15
Hits 2-5 times in one turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target has a status ailment.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
75
Accuracy
100%
PP
5
2x power if the user had a stat lowered this turn.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
100%
PP
10
Lowers target's Attack, Sp. Atk by 2. User faints.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
90
Accuracy
90%
PP
10
10% chance to lower the target's Attack by 1.
 
Power
Accuracy
90%
PP
40
Poisons the foe(s).
 
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
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
30
Accuracy
70%
PP
20
40% chance to poison the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
70
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
25
Accuracy
85%
PP
10
Hits 2-5 times in one turn.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
20
Lowers Atk/Sp. Atk/Speed of poisoned foes by 1.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target is poisoned.
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