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Dubwool Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses
Dubwool, a Normal type creature first seen in Generation 8. Evolution of Wooloo. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.
National No. | #0832 |
Type | normal |
Species | Sheep Pokémon |
Height | 1.3 m (4'36") |
Weight | 43.0 kg (94.8 lbs) |
Abilities | Fluffy,Steadfast,Bulletproof |
Color | White |
Introduced in | Generation 8 |
Egg Group | ground |
Base Stats
Hp | 72 | 15% | |
Attack | 80 | 17% | |
Defense | 100 | 21% | |
Sp. Atk | 60 | 13% | |
Sp. Def | 90 | 19% | |
Speed | 88 | 18% | |
Total | 490 |
Type Effectiveness
Moves Learned by Level Up
Dubwool learns the following moves when it reaches the specified level.
Level ⇧⇩ | Move ⇧⇩ | Description ⇧⇩ | Category ⇧⇩ | Type ⇧⇩ | Power ⇧⇩ | Accuracy ⇧⇩ | PP ⇧⇩ |
---|---|---|---|---|---|---|---|
16 | Double Kick | The target is quickly kicked twice in succession using both feet. | Physical | Fighting | 30 | 100 | 30 |
21 | Headbutt | The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. | Physical | Normal | 70 | 100 | 15 |
1 | Tackle | A physical attack in which the user charges and slams into the target with its whole body. | Physical | Normal | 40 | 100 | 35 |
27 | Take Down | A reckless, full-body charge attack for slamming into the target. This also damages the user a little. | Physical | Normal | 90 | 85 | 20 |
50 | Double Edge | A reckless, life-risking tackle. This also damages the user quite a lot. | Physical | Normal | 120 | 100 | 15 |
1 | Growl | The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats. | Status | Normal | 0 | 100 | 40 |
1 | Defense Curl | The user curls up to conceal weak spots and raise its Defense stat. | Status | Normal | 0 | 0 | 40 |
38 | Reversal | An all-out attack that becomes more powerful the less HP the user has. | Physical | Fighting | 0 | 100 | 15 |
1 | Copycat | The user mimics the move used immediately before it. The move fails if no other move has been used yet. | Status | Normal | 0 | 0 | 20 |
32 | Guard Swap | The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. | Status | Psychic | 0 | 0 | 10 |
56 | Last Resort | This move can be used only after the user has used all the other moves it knows in the battle. | Physical | Normal | 140 | 100 | 5 |
12 | Guard Split | The user employs its psychic power to average its Defense and Sp. Def stats with those of the target. | Status | Psychic | 0 | 0 | 10 |
44 | Cotton Guard | The user protects itself by wrapping its body in soft cotton, which drastically raises the user’s Defense stat. | Status | Grass | 0 | 0 | 10 |
Dubwool Moves Learned by Technical Machines (TMs)
Level ⇧⇩ | Move ⇧⇩ | Description ⇧⇩ | Category ⇧⇩ | Type ⇧⇩ | Power ⇧⇩ | Accuracy ⇧⇩ | PP ⇧⇩ |
---|---|---|---|---|---|---|---|
0 | Swords Dance | A frenetic dance to uplift the fighting spirit. This sharply raises the user’s Attack stat. | Status | Normal | 0 | 0 | 20 |
0 | Mega Kick | The target is attacked by a kick launched with muscle-packed power. | Physical | Normal | 120 | 75 | 5 |
0 | Body Slam | The user drops onto the target with its full body weight. This may also leave the target with paralysis. | Physical | Normal | 85 | 100 | 15 |
0 | Hyper Beam | The target is attacked with a powerful beam. The user can’t move on the next turn. | Special | Normal | 150 | 90 | 5 |
0 | Thunder Wave | The user launches a weak jolt of electricity that paralyzes the target. | Status | Electric | 0 | 90 | 20 |
0 | Agility | The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. | Status | Psychic | 0 | 0 | 30 |
0 | Rest | The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. | Status | Psychic | 0 | 0 | 10 |
0 | Substitute | The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. | Status | Normal | 0 | 0 | 10 |
0 | Snore | An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. | Special | Normal | 50 | 100 | 15 |
0 | Protect | Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | Status | Normal | 0 | 0 | 10 |
0 | Endure | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. | Status | Normal | 0 | 0 | 10 |
0 | Attract | If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. | Status | Normal | 0 | 100 | 15 |
0 | Sleep Talk | While it is asleep, the user randomly uses one of the moves it knows. | Status | Normal | 0 | 0 | 10 |
0 | Baton Pass | The user switches places with a party Pokémon in waiting and passes along any stat changes. | Status | Normal | 0 | 0 | 40 |
0 | Facade | An attack move that doubles its power if the user is poisoned, burned, or has paralysis. | Physical | Normal | 70 | 100 | 20 |
0 | Bounce | The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis. | Physical | Flying | 85 | 85 | 5 |
0 | Payback | The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. | Physical | Dark | 50 | 100 | 10 |
0 | Giga Impact | The user charges at the target using every bit of its power. The user can’t move on the next turn. | Physical | Normal | 150 | 90 | 5 |
0 | Zen Headbutt | The user focuses its willpower to its head and attacks the target. This may also make the target flinch. | Physical | Psychic | 80 | 90 | 15 |
0 | Electro Ball | The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power. | Special | Electric | 0 | 100 | 10 |
0 | Round | The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. | Special | Normal | 60 | 100 | 15 |
0 | Retaliate | The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move becomes more powerful. | Physical | Normal | 70 | 100 | 5 |
0 | Wild Charge | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. | Physical | Electric | 90 | 100 | 15 |
0 | Body Press | 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. | Physical | Fighting | 80 | 100 | 10 |