Rhyperior
National: #464· Hoenn: #178· Kalos (Coastal): #52· Galar: #266· Blueberry: #7· Hisui: #122· Isle Of Armor: #185· Extended Sinnoh: #188· Conquest Gallery: #162
Evolution chain
Evolution method (Scarlet & Violet). Methods may differ in earlier games.
Base stats
| HP | Attack | Defense | Sp. Atk | Sp. Def | Speed | BST |
|---|---|---|---|---|---|---|
| 115 | 140 | 130 | 55 | 55 | 40 | 535 |
Abilities
Signature moves
Moves that are learned only by this Pokémon line (Gen 9).
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Moves
Raises the user’s Attack by two stages.
User takes 1/4 the damage it inflicts in recoil.
User takes 1/3 the damage it inflicts in recoil.
Has a 30% chance to paralyze the target.
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.
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.
If the user is a ghost: user pays half its max HP to place a curse on the target, damaging it for 1/4 its max HP every turn. Otherwise: Lowers the user’s Speed by one stage, and raises its Attack and Defense by one stage each. The curse effect is passed on by baton pass. This move cannot be copied by mirror move.
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.
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.
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.
Has a 100% chance to lower the target’s accuracy by one stage.
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.
Changes the weather to sunshine for five turns, during which fire moves inflict 50% extra damage, and water moves inflict half damage. If the user is holding heat rock, this effect lasts for eight turns. Pokémon cannot become frozen. thunder has 50% accuracy. solar beam skips its charge turn. moonlight, morning sun, and synthesis heal 2/3 of the user’s max HP. Pokémon with chlorophyll have doubled original Speed. Pokémon with forecast become fire. Pokémon with leaf guard are not affected by major status effects. Pokémon with flower gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%. Pokémon with dry skin lose 1/8 max HP at the end of each turn. Pokémon with solar power have their original Special Attack raised by 50% but lose 1/8 their max HP at the end of each turn.
If the user is burned, paralyzed, or poisoned, this move has double power.
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.
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.
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.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
If the target is in the first turn of dig, this move will hit with double power.
Lowers the target’s Speed by two stages.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
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.
Has a 100% chance to lower the target’s Speed by one stage.
Has a 10% chance to burn the target.
Has a 10% chance to paralyze the target.
Has a 10% chance to burn the target.
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.
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.
If the user takes damage this turn before hitting, this move will fail. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.
Destroys any light screen or reflect on the target’s side of the field, then inflicts regular damage.
Has a 30% chance to make the target flinch.
Has a 10% chance to raise the user’s Attack one stage.
Has a 20% chance to lower the target’s Defense by one stage.
Power and type are determined by the user’s held item. The item is consumed. If the user is not holding an item, or its item has no set type and power, this move will fail. This move ignores sticky hold. If the user is under the effect of embargo, this move will fail.
User’s critical hit rate is one level higher when using this move.
Inflicts regular damage, then switches the target out for another of its trainer’s Pokémon, selected at random. If the target is under the effect of ingrain or suction cups, or it has a substitute, or its Trainer has no more usable Pokémon, it will not be switched out. If the target is a wild Pokémon, the battle ends instead.
Lowers the target’s Attack by one stage.
Spurred by desperation, the user attacks the target. This move's power is doubled if the user's previous move failed.
Has a 20% chance to make the target flinch.
Has a 10% chance to lower the target’s Special Defense by one stage.
Has a 10% chance to burn the target and a separate 10% chance to make the target flinch.
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.
The greater the user’s weight compared to the target’s, the higher power this move has, to a maximum of 120. User’s weight | Power -------------------------------- | ----: Up to 2× the target’s weight | 40 Up to 3× the target’s weight | 60 Up to 4× the target’s weight | 80 Up to 5× the target’s weight | 100 More than 5× the target’s weight | 120
Has a 30% chance to burn the target.
Lowers the target’s Defense by one stage.
If the target is in the first turn of dive, this move will hit with double power.
Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. If the user is holding damp rock, this effect lasts for eight turns. thunder has 100% accuracy. If the target has used detect or protect, thunder has a (100 - accuracy)% chance to break through the protection. solar beam has half power. moonlight, morning sun, and synthesis heal only 1/4 of the user’s max HP. Pokémon with swift swim have doubled original Speed. Pokémon with forecast become water. Pokémon with dry skin heal 1/8 max HP, Pokémon with hydration are cured of major status effects, and Pokémon with rain dish heal 1/16 max HP at the end of each turn.
Has a 10% chance to freeze the target.
Has a 10% chance to freeze the target. During hail, this move has 100% accuracy. It also has a (100 - accuracy)% chance to break through the protection of protect and detect.
Has a 100% chance to lower the target’s Speed by one stage.
Raises the user’s Defense by two stages.
Has a 100% chance to lower the target’s Speed by one stage.
If the target damaged the user this turn and was the last to do so, this move has double power. pain split does not count as damaging the user.
Removes the target’s immunity to ground-type damage. This effect removes any existing Ground immunity due to levitate, magnet rise, or telekinesis, and causes the target’s flying type to be ignored when it takes Ground damage. If the target isn’t immune to Ground damage, this move will fail. This move can hit Pokémon under the effect of bounce, fly, or sky drop, and ends the effect of Bounce or Fly.
The user attacks by slamming its body into the target. The higher the user’s Defense, the more damage it can inflict on the target.
If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken. Pokémon with sticky hold or multitype are immune to the item theft effect. The target cannot recover its item with recycle. This move cannot be selected by assist or metronome.
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.
User’s critical hit rate is one level higher when using this move.
Ignores accuracy and evasion modifiers.
User is forced to use this move for 2–5 turns, selected at random. All Pokémon on the field wake up, and none can fall to sleep until the lock-in ends. Pokémon cannot use rest during this effect. This move cannot be selected by sleep talk.
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
Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch.
Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.
User’s critical hit rate is one level higher when using this move.
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.
Targets the last opposing Pokémon to hit the user with a damaging move this turn. Inflicts 1.5× 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.
Inflicts damage equal to the target’s max HP. Ignores accuracy and evasion modifiers. This move’s accuracy is 30% plus 1% for each level the user is higher than the target. If the user is a lower level than the target, this move will fail. Because this move inflicts a specific and finite amount of damage, endure still prevents the target from fainting. The effects of lock on, mind reader, and no guard still apply, as long as the user is equal or higher level than the target. However, they will not give this move a chance to break through detect or protect.
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.
Has a 30% chance to make the target flinch.
Averages the user’s unmodified Defense with the target’s unmodified Defense; the value becomes the unmodified Defense for both Pokémon. Unmodified Special Defense is averaged the same way.
The greater the user’s weight compared to the target’s, the higher power this move has, to a maximum of 120. User’s weight | Power -------------------------------- | ----: Up to 2× the target’s weight | 40 Up to 3× the target’s weight | 60 Up to 4× the target’s weight | 80 Up to 5× the target’s weight | 100 More than 5× the target’s weight | 120
Inflicts regular damage, then lowers the user’s Speed by one stage.
Raises the user’s Speed by two stages.
The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead.
Has a 30% chance to make the target flinch. Power is doubled against Pokémon that have used minimize since entering the field.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Has a 30% chance to poison the target.
Has a 10% chance to lower the target’s Special Defense by one stage.
Has a 10% chance to burn the target.
Has a 100% chance to lower the target’s Speed by one stage.
Has a 10% chance to freeze the target.
Has a 10% chance to lower the target’s Special Defense by one stage.
Has a 10% chance to paralyze the target.
Has a 30% chance to paralyze the target. During rain dance, this move has 100% accuracy. It also has a (100 - accuracy)% chance to break through the protection of protect and detect. During sunny day, this move has 50% accuracy.
