About
This Pokémon lived on prehistoric seashores and was able to preserve food with the ice on its body. It went extinct because it moved so slowly.
- Abilities
-
Absorbs Electric moves, healing for 1/4 max HP.
-
Has a 30% chance of paralyzing attacking Pokémon on contact.
Slush Rush Hidden ability
During Hail, this Pokémon has double Speed.
- Height
- 2.3 m 7′07″
- Weight
- 150.0 kg 330.7 lb
- Gender
Genderless
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 90 | 290–384 | |
| Attack | 100 | 184–328 | |
| Defense | 90 | 166–306 | |
| Sp. Atk | 90 | 166–306 | |
| Sp. Def | 80 | 148–284 | |
| Speed | 55 | 103–229 | |
| Total | 505 | ||
Ranges assume 0 IVs, 0 EVs and a hindering nature at the low end, and 31 IVs, 252 EVs and a helpful nature at the high end.
Type matchups
Multipliers use the current type chart. Abilities that change damage taken can be applied.
Taking hits
- Weak 2×
- FireFightingGroundRock
- Resists ½×
- ElectricIceFlying
Same-type attacks
- Super effective 2×
- WaterGrassGroundFlyingDragon
Evolution
Arctozolt does not evolve.
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| 1 | Powder Snow STAB Has a chance to freeze the target. | Ice | Special | 40 | 100% | 25 |
| 1 | Thunder Shock STAB Has a chance to paralyze the target. | Electric | Special | 40 | 100% | 30 |
| 7 | Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. | Electric | Status | — | — | 20 |
| 14 | Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200. | Normal | Special | 40 | 100% | 15 |
| 21 | Has a chance to raise all of the user’s stats by one stage. | Rock | Special | 60 | 100% | 5 |
| 28 | If target has a berry, inflicts double damage and uses the berry. | Flying | Physical | 60 | 100% | 20 |
| 35 | Avalanche STAB Inflicts double damage if the user takes damage before attacking this turn. | Ice | Physical | 60 | 100% | 10 |
| 42 | Freeze-Dry STAB Super-effective against Water. | Ice | Special | 70 | 100% | 20 |
| 49 | Inflicts regular damage with no additional effect. | Normal | Physical | 80 | 75% | 20 |
| 56 | Discharge STAB Has a chance to paralyze the target. | Electric | Special | 80 | 100% | 15 |
| 63 | Bolt Beak STAB Power doubles if the user moves before the target. | Electric | Physical | 85 | 100% | 10 |
| 70 | Icicle Crash STAB Has a chance to make the target flinch. | Ice | Physical | 85 | 90% | 10 |
| 77 | Blizzard STAB Has a chance to freeze the target. | Ice | Special | 110 | 70% | 5 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
Avalanche STAB Inflicts double damage if the user takes damage before attacking this turn. | Ice | Physical | 60 | 100% | 10 |
Blizzard STAB Has a chance to freeze the target. | Ice | Special | 110 | 70% | 5 |
| Has a chance to paralyze the target. | Normal | Physical | 85 | 100% | 15 |
| Has a chance to lower the target’s Speed by one stage. | Ground | Physical | 60 | 100% | 20 |
Electro Ball STAB Power is higher when the user has greater Speed than the target, up to a maximum of 150. | Electric | Special | — | 100% | 10 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
| Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
| Changes the weather to a hailstorm for five turns. | Ice | Status | — | — | 10 |
| Inflicts regular damage with no additional effect. | Water | Special | 110 | 80% | 5 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Inflicts regular damage with no additional effect. | Normal | Special | 90 | 100% | 10 |
Ice Beam STAB Has a chance to freeze the target. | Ice | Special | 90 | 100% | 10 |
Ice Fang STAB Has a chance to freeze the target and a chance to make the target flinch. | Ice | Physical | 65 | 95% | 15 |
Icicle Spear STAB Hits 2-5 times in one turn. | Ice | Physical | 25 | 100% | 30 |
Icy Wind STAB Has a chance to lower the target’s Speed by one stage. | Ice | Special | 55 | 95% | 15 |
| Has a chance to lower the target’s Defense by one stage. | Steel | Physical | 100 | 75% | 15 |
| Inflicts more damage to heavier targets, with a maximum of 120 power. | Fighting | Physical | — | 100% | 20 |
| Inflicts regular damage with no additional effect. | Normal | Physical | 120 | 75% | 5 |
| Inflicts regular damage with no additional effect. | Normal | Physical | 80 | 85% | 20 |
| Power is doubled if the target has already moved this turn. | Dark | Physical | 50 | 100% | 10 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| Changes the weather to rain for five turns. | Water | Status | — | — | 5 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Hits 2-5 times in one turn. | Rock | Physical | 25 | 90% | 10 |
| Has a chance to make the target flinch. | Rock | Physical | 75 | 90% | 10 |
| Has a chance to lower the target’s Speed by one stage. | Rock | Physical | 60 | 95% | 15 |
| Has double power if it’s used more than once per turn. | Normal | Special | 60 | 100% | 15 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Has a chance to make the target flinch. Only works if the user is sleeping. | Normal | Special | 50 | 100% | 15 |
| Has double power if the user’s last move failed. | Ground | Physical | 75 | 100% | 10 |
| Has an increased chance for a critical hit. | Rock | Physical | 100 | 80% | 5 |
| Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | Normal | Status | — | — | 10 |
| Inflicts regular damage and can hit Dive users. | Water | Special | 90 | 100% | 15 |
| For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 20 |
Thunder STAB Has a chance to paralyze the target. | Electric | Special | 110 | 70% | 10 |
Thunder Fang STAB Has a chance to paralyze the target and a chance to make the target flinch. | Electric | Physical | 65 | 95% | 15 |
Thunder Punch STAB Has a chance to paralyze the target. | Electric | Physical | 75 | 100% | 15 |
| Paralyzes the target. | Electric | Status | — | 90% | 20 |
Thunderbolt STAB Has a chance to paralyze the target. | Electric | Special | 90 | 100% | 15 |
Wild Charge STAB User receives 1/4 the damage it inflicts in recoil. | Electric | Physical | 90 | 100% | 15 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Requires a turn to charge before attacking. Raises the users Special Attack by 1 stage after the first turn. | Rock | Special | 120 | 90% | 10 |
Rising Voltage STAB If Electric Terrain is active and the user is grounded, this move has has its power doubled. | Electric | Special | 70 | 100% | 20 |
Training and breeding
Training
- EV yield
- 2 Attack
- Catch rate
- 45
- Base friendship
- 50
- Base experience
- 177
- Growth rate
- Slow
Breeding
- Egg groups
- No Eggs
- Egg cycles
- 35 (about 8,995 steps)