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Lycanroc

Lycanroc (Dusk)

National: #745 Alola: #127 Melemele: #127 Paldea: #90 Kitakami: #71 Poni: #66 Isle Of Armor: #158

Rock

Base stats

HPAttackDefenseSp. AtkSp. DefSpeedBST
75117655565110487

Abilities

Signature moves

Moves that are learned only by this Pokémon line (Gen 9).

Base Power 40
Accuracy 100%
Power Points 20
+1

Moves

Target
Base Power
Accuracy
Power Points 20

Raises the user’s Attack by two stages.

Base Power 40
Accuracy 100%
Power Points 35
Base Power 90
Accuracy 85%
Power Points 20

User takes 1/4 the damage it inflicts in recoil.

Base Power 120
Accuracy 100%
Power Points 15

User takes 1/3 the damage it inflicts in recoil.

Base Power
Accuracy
Power Points 15

Raises the user’s evasion by one stage.

Base Power
Accuracy 100%
Power Points 20

Lowers the target’s Attack by two stages.

Base Power
Accuracy
Power Points 5

User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with early bird. This move fails if the Pokémon cannot fall asleep due to uproar, insomnia, or vital spirit. It also fails if the Pokémon is at full health or is already asleep.

Base Power
Accuracy
Power Points 10

Transfers 1/4 the user’s max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail. The doll takes damage as normal, using the user’s stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user’s HP still do so; the doll’s HP does not influence any move. The doll will block major status effects, confusion, and flinching. The effects of smelling salts and wake up slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate. Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., avalanche, counter, or a rowap berry. magic coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like absorb are healed as normal. It will also block acupressure, block, the curse effect of curse, dream eater, embargo, flatter, gastro acid, grudge, heal block, leech seed, lock on, mean look, mimic, mind reader, nightmare, pain split, psycho shift, spider web, sketch, swagger, switcheroo, trick, worry seed, and yawn. A Pokémon affected by yawn before summoning the doll will still fall to sleep. The doll blocks intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as volt absorb absorbing thunder wave), such moves will not be blocked. life orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll. The user is still vulnerable to damage inflicted when entering or leaving the field, such as by pursuit or spikes; however, the doll will block the poison effect of toxic spikes. The doll is passed on by baton pass. It keeps its existing HP, but uses the replacement Pokémon’s stats and types for damage calculation. All other effects work as normal.

Base Power
Accuracy
Power Points 10

No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse’s curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move’s protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.

+4
Base Power 120
Accuracy 100%
Power Points 10

User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused. safeguard does not protect against the confusion from this move.

Base Power
Accuracy
Power Points 10

The user’s HP cannot be lowered below 1 by any means for the remainder of this turn. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. This move cannot be selected by assist or metronome.

+4
Base Power
Accuracy
Power Points 10

Only usable if the user is sleeping. Randomly selects and uses one of the user’s other three moves. Use of the selected move requires and costs 0 PP. This move will not select assist, bide, bounce, chatter, copycat, dig, dive, fly, focus punch, me first, metronome, mirror move, shadow force, skull bash, sky attack, sky drop, sleep talk, solar beam, razor wind, or uproar. If the selected move requires a recharge turn—i.e., one of blast burn, frenzy plant, giga impact, hydro cannon, hyper beam, roar of time, or rock wrecker—and the user is still sleeping next turn, then it’s forced to use this move again and pay another PP for the recharge turn. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.

Base Power 70
Accuracy 100%
Power Points 20

If the user is burned, paralyzed, or poisoned, this move has double power.

Base Power
Accuracy
Power Points 20

Boosts the power of the target’s moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome.

+5
Base Power 80
Accuracy 100%
Power Points 10

If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.

Base Power 50
Accuracy 100%
Power Points 20

The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.

Base Power
Accuracy
Power Points 20

Switches the target out for another of its trainer’s Pokémon selected at random. Wild battles end immediately. Doesn’t affect Pokémon with suction cups or under the effect of ingrain.

-6
Base Power
Accuracy 100%
Power Points 10

Lowers the target’s Speed by two stages.

Base Power 150
Accuracy 90%
Power Points 5

User loses its next turn to "recharge", and cannot attack or switch out during that turn.

Base Power 75
Accuracy 100%
Power Points 10

Power is doubled if the user’s last move failed for any reason (i.e., produced the message "But it failed!") or was ineffective due to types.

Base Power
Accuracy 100%
Power Points 30

Lowers the target’s Defense by one stage.

Base Power 60
Accuracy 100%
Power Points 20

Has a 100% chance to lower the target’s Speed by one stage.

Base Power 60
Accuracy 100%
Power Points 25

Has a 30% chance to make the target flinch.

Base Power
Accuracy 100%
Power Points 20

Targets the last opposing Pokémon to hit the user with a physical move this turn. Inflicts twice the damage that move did to the user. If there is no eligible target, this move will fail. Type immunity applies, but other type effects are ignored. This move cannot be copied by mirror move, nor selected by assist or metronome.

-5
Base Power 80
Accuracy 100%
Power Points 10

User digs underground for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate. The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard. This move cannot be selected by sleep talk.

Base Power 75
Accuracy 100%
Power Points 15

Destroys any light screen or reflect on the target’s side of the field, then inflicts regular damage.

Base Power 75
Accuracy 90%
Power Points 10

Has a 30% chance to make the target flinch.

Base Power 80
Accuracy 100%
Power Points 15

Has a 20% chance to lower the target’s Defense by one stage.

Base Power 65
Accuracy 95%
Power Points 15

Has a 10% chance to burn the target and a separate 10% chance to make the target flinch.

Base Power
Accuracy
Power Points 10

Changes the weather to a sandstorm for five turns. Pokémon that are not ground, rock, or steel take 1/16 their max HP at the end of every turn. Every rock Pokémon’s original Special Defense is raised by 50% for the duration of this effect. solar beam’s power is halved. moonlight, morning sun, and synthesis only heal 1/4 the user’s max HP.

Base Power
Accuracy
Power Points 15

Raises the user’s Defense by two stages.

Base Power 80
Accuracy 90%
Power Points 15

Has a 20% chance to make the target flinch.

Base Power
Accuracy 100%
Power Points 5

Inflicts exactly enough damage to lower the target’s HP to equal the user’s. If the target’s HP is not higher than the user’s, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage.

Base Power 80
Accuracy 95%
Power Points 10

User’s critical hit rate is one level higher when using this move.

Base Power 80
Accuracy 100%
Power Points 15

Silences the target for two turns, preventing it from using any sound-based moves.

Base Power
Accuracy 100%
Power Points 15

Lowers the target’s accuracy by one stage.

Base Power 40
Accuracy 100%
Power Points 30
+1
Base Power
Accuracy 100%
Power Points 15

Power varies inversely with the user’s proportional remaining HP. 64 * current HP / max HP | Power -----------------------: | ----: 0– 1 | 200 2– 5 | 150 6–12 | 100 13–21 | 80 22–42 | 40 43–64 | 20

Base Power
Accuracy 100%
Power Points 20

Target is forced to only use damaging moves for the next 3–5 turns, selected at random. Moves that select other moves not known in advance do not count as damaging. assist, copycat, me first, metronome, mirror move, and sleep talk do not directly inflict damage and thus may not be used. bide, counter, endeavor, metal burst, and mirror coat are allowed.

Base Power 70
Accuracy 100%
Power Points 5

If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail. This move is not affected by iron fist.

+1
Base Power
Accuracy
Power Points 20

Raises the user’s Attack and Defense by one stage each.

Base Power 55
Accuracy 95%
Power Points 15

Has a 100% chance to lower the target’s Special Attack by one stage.

Base Power 85
Accuracy 100%
Power Points 10

Destroys any light screen or reflect on the target’s side of the field, then inflicts regular damage.

Base Power 65
Accuracy 95%
Power Points 15

Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch.

Base Power 90
Accuracy 90%
Power Points 10

Has a 10% chance to lower the target’s Attack by one stage.

Base Power 75
Accuracy 95%
Power Points 10

Has a 50% chance to lower the target’s Defense by one stage.

Base Power 100
Accuracy 80%
Power Points 5

User’s critical hit rate is one level higher when using this move.

Base Power
Accuracy
Power Points 20

Spreads sharp rocks around the opposing field, damaging any Pokémon that enters the field for 1/8 its max HP. This damage is affected by the entering Pokémon’s susceptibility to rock moves. rapid spin removes this effect from its user’s side of the field.

Base Power 25
Accuracy 90%
Power Points 10

Hits 2–5 times in one turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.

Base Power 80
Accuracy 100%
Power Points 15

Has a 30% chance to make the target flinch.

Base Power 90
Accuracy 100%
Power Points 10
Base Power
Accuracy
Power Points 40

Raises the user’s Attack by one stage.

Base Power
Accuracy
Power Points 15

Moves with priority greater than 0 will not hit friendly Pokémon for the remainder of this turn. If the user is last to act this turn, this move will fail. This move cannot be selected by assist or metronome.

+3
Base Power 120
Accuracy 100%
Power Points 5

Inflicts regular damage, then lowers the user’s Defense and Special Defense by one stage each.

Base Power 50
Accuracy 90%
Power Points 15
Base Power 40
Accuracy 100%
Power Points 20
+1
Base Power 90
Accuracy 100%
Power Points 10

Has a 10% chance to lower the target’s Special Defense by one stage.

Base Power 60
Accuracy 95%
Power Points 15

Has a 100% chance to lower the target’s Speed by one stage.