#130
Gyarados
130
waterflying
#130.130
Gyarados/Gyarados
130.130New!
waterflying

HP
HP
ATK
ATK
DEF
DEF
SP.ATK
SP.A
SP.DEF
SP.D
SPEED
SPD
TOTAL
TOT
95
125
79
60
100
81
540

Regular
Intimidate: Upon entering battle, each foe loses an ATK stage.
Hidden
Moxie: Gains an ATK stage after KO'ing a Pokémon.

x4
electric
x4
x2
rock
x2
x1
darkdragonfairyflyingghostgrassicenormalpoisonpsychic
x1
x1/2
bugfightingfiresteelwater
x1/2
x0
ground
x0

#129
Magikarp
129
water
Lv.20
#130
Gyarados
130
waterflying

Classic Mode
Route 3 (gift), Route 4, 10, 12, 13, 14, 15, 17, 19, 20, 21, 22, 23, 24, 26, 27, 30, 31, 32, 34, 35, 42, 43, 44, Blackthorn City, Bond Bridge, Boon Island, Brine Road, Celadon City, Celadon Sewers, Cerulean Cape, Cerulean Cave, Cerulean City, Chrono Island, Cinnabar Island, Crimson City, Dark Cave, Dragon's Den, Ilex Forest, Kin Island, Kindle Road, Knot Island, Lake of Rage, Mt. Mortar, Mt. Silver Base, Offshore Road, P2 Laboratory, Pallet Town, Resort Gorgeous, Ruins of Alph, Safari Zone A1, A2, A3, A4, A5, Slowpoke Well, Tohjo Falls, Treasure Beach, Union Cave, Vermillion City, Violet City, Viridian River, Water Labyrinth
Pokemon: 129
Deep Sea (static), Route 4, 10, 12, 13, 17, 19, 20, 22, 23, 24, Cerulean Cape, Cerulean Cave, Cerulean City, Cinnabar Island, Crimson City, Lake of Rage, Offshore Road, Ruins of Alph, Treasure Beach, Vermillion City, Evolve Magikarp (Lv20)
Pokemon: 130
Remix Mode
Route 3 (gift), Route 12, 34, Blackthorn City, Celadon Sewers, Cerulean City, Dragon's Den, Mt. Silver Base, Safari Zone A3, Treasure Beach, Vermillion City
Pokemon: 129
Deep Sea (static), Cerulean Cape, Treasure Beach, Vermillion City, Violet City, Evolve Magikarp (Lv20)
Pokemon: 130

Lv.
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
Prev Evo
Flail
normal
physical
1
100
-
15
Power increases the less HP the user has up to 200.
Prev Evo
Splash
normal
status
-
-
-
40
Does nothing.
Prev Evo
Tackle
normal
physical
40
100
-
35
Inflicts regular damage.
EvolveEvo
Bite
dark
physical
60
100
30%
25
Can make the target flinch.
1
Bite
dark
physical
60
100
30%
25
Can make the target flinch.
1
Thrash
normal
physical
120
100
-
10
User is forced to attack with this move for 2–3 turns, leaving the user confused.
21
Leer
normal
status
-
100
-
30
Lowers the target's DEF one stage.
24
Twister
dragon
special
40
100
20%
20
Can make each target flinch. Double power against targets under the effect of Bounce, Fly, or Sky Drop.
27
Ice Fang
ice
physical
65
95
100%
15
Can freeze or flinch the target. Both have their own independent effect chance.
30
Aqua Tail
water
physical
90
90
-
10
Inflicts regular damage.
33
Scary Face
normal
status
-
100
-
10
Lowers the target's SPEED two stages.
36
Dragon Rage
dragon
special
1
100
-
10
Inflicts exactly 40 damage.
39
Crunch
dark
physical
80
100
20%
15
Can lower the target's DEF one stage.
42
Hydro Pump
water
special
110
80
-
5
Inflicts regular damage.
45
Dragon Dance
dragon
status
-
-
-
20
Raises the user's ATK and SPEED one stage each.
48
Hurri­cane
flying
special
110
70
30%
10
Can confuse the target. Doesn't miss during rain, but 50% accurate in sunny weather. Doesn't miss if the target is under the effect of Bounce, Fly, or Sky Drop.
51
Rain Dance
water
status
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
54
Hyper Beam
normal
special
150
90
-
5
The user can't attack or switch out the turn after this is used.

Tutor
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
Surf
water
special
90
100
-
15
If the target is in the first turn of Dive, this move will hit with double power.
Stre­ngth
normal
physical
80
100
-
15
Inflicts regular damage.
Water­fall
water
physical
80
100
20%
15
Can make the target flinch.
Dive
water
physical
80
100
-
10
The user dives underwater for one turn and hits on the second turn.
Roar
normal
status
-
-
-
20
Forces the target to switch out, but has -6 move priority.
Toxic
poison
status
-
90
-
10
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
Hail
ice
status
-
-
-
10
For five turns the weather becomes hail, hurting all non-Ice-type Pokémon 1/16th max HP each turn.
Hidden Power
normal
special
60
100
-
15
Power and type are determined by the user's IVs.
Taunt
dark
status
-
100
-
20
Target is forced to only use damaging moves for the next 3–5 turns.
Ice Beam
ice
special
90
100
10%
10
Can freeze the target.
Blizz­ard
ice
special
110
70
10%
5
Can freeze the target. Doesn't miss during hail.
Hyper Beam
normal
special
150
90
-
5
The user can't attack or switch out the turn after this is used.
Protect
normal
status
-
-
-
10
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
Rain Dance
water
status
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
Frustra­tion
normal
physical
1
100
-
20
Power increases with unhappiness up to 102.
Thunder­bolt
electric
special
90
100
10%
15
Can paralyze the target.
Thunder
electric
special
110
70
30%
10
Can paralyze the target. Doesn't miss during rain, but 50% accurate in sunny weather.
Earth­quake
ground
physical
100
100
-
10
If the target is in the first turn of Dig, this move will hit with double power.
Return
normal
physical
1
100
-
20
Power increases with happiness, up to a maximum of 102.
Double Team
normal
status
-
-
-
15
Raises the user's evasion one stage.
Flame­thrower
fire
special
90
100
10%
15
Can burn the target.
Sand­storm
rock
status
-
-
-
10
For five turns the weather becomes sandstorm, raising all Rock-type's SP.DEF by 1.5x. Hurts all Pokémon 1/16th max HP each turn except Ground, Rock, and Steel-types.
Fire Blast
fire
special
110
85
10%
5
Can burn the target.
Torment
dark
status
-
100
-
15
Prevents the target from using the same move twice in a row.
Facade
normal
physical
70
100
-
20
If the user is burned, paralyzed, or poisoned, this move has double power.
Rest
psychic
status
-
-
-
10
The user falls asleep and regains all of its HP.
Attract
normal
status
-
100
-
15
The target falls in love with the user, giving it a 50% chance to do nothing each turn. Fails if the user and target are the same gender, or either is genderless.
Round
normal
special
60
100
-
15
If Round has already been used this turn, this move's power is doubled.
Water Pulse
water
special
60
100
20%
20
Can confuse the target.
Incinerate
fire
special
60
100
-
15
Destroys any berry the target is holding.
Pay­back
dark
physical
50
100
-
10
If the target uses a move or switches out this turn, this move has double power.
Giga Impact
normal
physical
150
90
-
5
The user can't attack or switch out the turn after this is used.
Stone Edge
rock
physical
100
80
-
5
User's critical hit rate is one level higher when using this move.
Thunder Wave
electric
status
-
90
-
20
Paralyzes the target.
Bull­doze
ground
physical
60
100
100%
20
Lowers the target's SPEED one stage.
Dragon Tail
dragon
physical
60
90
-
10
Forces the target to switch out, but has -6 move priority.
Swag­ger
normal
status
-
85
-
15
Raises the target's ATK two stages and then confuses it.
Sleep Talk
normal
status
-
-
-
10
Randomly use one of the user's other three moves. Fails if awake.
Sub­stitute
normal
status
-
-
-
10
The user transfers 1/4 max HP into a doll that will take hits instead.
Rock Smash
fighting
physical
40
100
50%
15
Can lower the target's DEF one stage.
Dragon Dance
dragon
status
-
-
-
20
Raises the user's ATK and SPEED one stage each.
Brutal Swing
dark
physical
60
100
-
20
Inflicts regular damage.
Scald
water
special
80
100
30%
15
Can burn the target.

Tutor
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
Bounce
flying
physical
85
85
30%
5
Bounce high into the air for one turn and hits on the second turn. Can paralyze the target.
Dark Pulse
dark
special
80
100
20%
15
Can make the target flinch.
Dragon Pulse
dragon
special
85
100
-
10
Inflicts regular damage.
Iron Head
steel
physical
80
100
30%
15
Can make the target flinch.
Iron Tail
steel
physical
100
75
30%
15
Can lower the target's DEF one stage.
Out­rage
dragon
physical
120
100
-
10
User is forced to attack with this move for 2–3 turns, leaving the user confused.
Loading...