About
Calyrex is known in legend as a king that ruled over Galar in ancient times. It has the power to cause hearts to mend and plants to spring forth.
- Abilities
-
Combines the effects of Unnerve and Chilling Neigh.
- Height
- 2.4 m 7′10″
- Weight
- 809.1 kg 1783.8 lb
- Gender
Genderless
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 100 | 310–404 | |
| Attack | 165 | 301–471 | |
| Defense | 150 | 274–438 | |
| Sp. Atk | 85 | 157–295 | |
| Sp. Def | 130 | 238–394 | |
| Speed | 50 | 94–218 | |
| Total | 680 | ||
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×
- FireBugRockGhostDarkSteel
- Resists ½×
- IcePsychic
Same-type attacks
- Super effective 2×
- GrassFightingPoisonGroundFlyingDragon
- Not very effective ½×
- Steel
Evolution
Calyrex does not evolve.
Forms
Alternate forms have their own types, stats and abilities.
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 | Avalanche STAB Inflicts double damage if the user takes damage before attacking this turn. | Ice | Physical | 60 | 100% | 10 |
| 1 | Confusion STAB Has a chance to confuse the target. | Psychic | Special | 50 | 100% | 25 |
| 1 | Hits twice in one turn. | Fighting | Physical | 30 | 100% | 30 |
| 1 | User receives 1/3 the damage inflicted in recoil. | Normal | Physical | 120 | 100% | 15 |
| 1 | Glacial Lance STAB Inflicts regular damage with no additional effect. | Ice | Physical | 120 | 100% | 5 |
| 1 | Raises the user’s Attack and Special Attack by one stage. | Normal | Status | — | — | 20 |
| 1 | Icicle Crash STAB Has a chance to make the target flinch. | Ice | Physical | 85 | 90% | 10 |
| 1 | Raises the user’s Defense by two stages. | Steel | Status | — | — | 15 |
| 1 | Drains half the damage inflicted to heal the user. | Grass | Special | 40 | 100% | 15 |
| 1 | Protects the user’s stats from being changed by enemy moves. | Ice | Status | — | — | 30 |
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 35 |
| 1 | Has a chance to make the target flinch. | Normal | Physical | 65 | 100% | 20 |
| 1 | Raises the user’s Attack by two stages. | Normal | Status | — | — | 20 |
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 35 |
| 1 | Lowers the target’s Defense by one stage. | Normal | Status | — | 100% | 30 |
| 1 | User receives 1/4 the damage it inflicts in recoil. | Normal | Physical | 90 | 85% | 20 |
| 1 | For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 20 |
| 1 | Hits every turn for 2-3 turns, then confuses the user. | Normal | Physical | 120 | 100% | 10 |
| 1 | Prevents the target from using the same move twice in a row. | Dark | Status | — | 100% | 15 |
| 8 | Each Pokemon on the user's side restores 1/4 of its maximum HP, rounded half up. | Water | Status | — | — | 10 |
| 16 | Drains half the damage inflicted to heal the user. | Grass | Special | 75 | 100% | 10 |
| 24 | Psyshock STAB Inflicts damage based on the target’s Defense, not Special Defense. | Psychic | Special | 80 | 100% | 10 |
| 32 | Ally’s next move inflicts half more damage. | Normal | Status | — | — | 20 |
| 40 | For five turns, heals all Pokémon on the ground for 1/16 max HP each turn and strengthens their Grass moves to 1.5× their power. | Grass | Status | — | — | 10 |
| 40 | Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%. | Psychic | Status | — | — | 10 |
| 48 | Has a chance to lower the target’s Special Defense by one stage. | Grass | Special | 90 | 100% | 10 |
| 56 | Psychic STAB Has a chance to lower the target’s Special Defense by one stage. | Psychic | Special | 90 | 100% | 10 |
| 64 | Seeds the target, stealing HP from it every turn. | Grass | Status | — | 90% | 10 |
| 72 | Heals the target for half its max HP. | Psychic | Status | — | — | 10 |
| 80 | Requires a turn to charge before attacking. | Grass | Special | 120 | 100% | 10 |
| 88 | Future Sight STAB Hits the target two turns later. | Psychic | Special | 120 | 100% | 10 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Raises the user’s Speed by two stages. | Psychic | Status | — | — | 30 |
Avalanche STAB Inflicts double damage if the user takes damage before attacking this turn. | Ice | Physical | 60 | 100% | 10 |
| Allows the trainer to switch out the user and pass effects along to its replacement. | Normal | Status | — | — | 40 |
Blizzard STAB Has a chance to freeze the target. | Ice | Special | 110 | 70% | 5 |
| Damage is calculated using the user's Defense stat as its Attack, including stat stage changes. | Fighting | Physical | 80 | 100% | 10 |
| 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 |
| Hits 2-5 times in one turn. | Grass | Physical | 25 | 100% | 30 |
| Raises the user’s Special Attack and Special Defense by one stage. | Psychic | Status | — | — | 20 |
| Lowers the user’s Defense and Special Defense by one stage after inflicting damage. | Fighting | Physical | 120 | 100% | 5 |
| Has a chance to lower the target’s Defense by one stage. | Dark | Physical | 80 | 100% | 15 |
| Drains 75% of the damage inflicted to heal the user. | Fairy | Special | 50 | 100% | 10 |
| Forces the target to repeat its last used move every turn for 2 to 6 turns. | Normal | Status | — | 100% | 5 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Grass | Special | 90 | 100% | 10 |
| Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
| Drains half the damage inflicted to heal the user. | Grass | Special | 75 | 100% | 10 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
| Inflicts more damage to heavier targets, with a maximum of 120 power. | Grass | Special | — | 100% | 20 |
| For five turns, heals all Pokémon on the ground for 1/16 max HP each turn and strengthens their Grass moves to 1.5× their power. | Grass | Status | — | — | 10 |
| Power is higher when the user weighs more than the target, up to a maximum of 120. | Steel | Physical | — | 100% | 10 |
| Ally’s next move inflicts half more damage. | Normal | Status | — | — | 20 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
Ice Beam STAB Has a chance to freeze the target. | Ice | Special | 90 | 100% | 10 |
Icy Wind STAB Has a chance to lower the target’s Speed by one stage. | Ice | Special | 55 | 95% | 15 |
| Prevents the target from using any moves that the user also knows. | Psychic | Status | — | — | 10 |
| Raises the user’s Defense by two stages. | Steel | Status | — | — | 15 |
| Lowers the user’s Special Attack by two stages after inflicting damage. | Grass | Special | 130 | 90% | 5 |
| Reduces damage from special attacks by 50% for five turns. | Psychic | Status | — | — | 30 |
| Never misses. | Grass | Special | 60 | — | 20 |
| Randomly selects and uses any move in the game. | Normal | Status | — | — | 10 |
| Has a chance to lower the target’s Speed by one stage. | Ground | Special | 55 | 95% | 15 |
| Hits every turn for 2-3 turns, then confuses the user. | Dragon | Physical | 120 | 100% | 10 |
| Damages opponents, but heals allies for 50% of their max HP. | Bug | Special | 90 | 100% | 15 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
Psybeam STAB Has a chance to confuse the target. | Psychic | Special | 65 | 100% | 20 |
Psychic STAB Has a chance to lower the target’s Special Defense by one stage. | Psychic | Special | 90 | 100% | 10 |
| Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%. | Psychic | Status | — | — | 10 |
Psyshock STAB Inflicts damage based on the target’s Defense, not Special Defense. | Psychic | Special | 80 | 100% | 10 |
| Reduces damage from physical attacks by half. | Psychic | Status | — | — | 20 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Lowers the target’s Speed by two stages. | Normal | Status | — | 100% | 10 |
| Inflicts regular damage with no additional effect. | Grass | Physical | 80 | 100% | 15 |
| User and target swap abilities. | Psychic | Status | — | — | 10 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Never misses. | Steel | Physical | 70 | — | 10 |
| Has a chance to lower the target’s Special Attack by one stage. | Dark | Special | 55 | 95% | 15 |
| The user summons a snowstorm lasting five turns. This boosts the Defense stats of Ice types. | Ice | Status | 0 | — | 10 |
| Requires a turn to charge before attacking. | Grass | Special | 120 | 100% | 10 |
| Has double power if the user’s last move failed. | Ground | Physical | 75 | 100% | 10 |
Stored Power STAB Power is higher the more the user’s stats have been raised, to a maximum of 31×. | Psychic | Special | 20 | 100% | 10 |
| 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 |
| Changes the weather to sunny for five turns. | Fire | Status | — | — | 5 |
| Never misses. | Normal | Special | 60 | — | 20 |
| Raises the user’s Attack by two stages. | Normal | Status | — | — | 20 |
| User receives 1/4 the damage it inflicts in recoil. | Normal | Physical | 90 | 85% | 20 |
| For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 20 |
| 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. | Normal | Special | 80 | 100% | 10 |
| The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat. | Grass | Physical | 50 | 100% | 20 |
| User and target swap items. | Psychic | Status | — | 100% | 10 |
| For five turns, slower Pokémon will act before faster Pokémon. | Psychic | Status | — | — | 5 |
Zen Headbutt STAB Has a chance to make the target flinch. | Psychic | Physical | 80 | 90% | 15 |
Training and breeding
Training
- EV yield
- 3 Attack
- Catch rate
- 3
- Base friendship
- 100
- Base experience
- 340
- Growth rate
- Slow
Breeding
- Egg groups
- No Eggs
- Egg cycles
- 120 (about 30,840 steps)