Cofagrigus
Black

It has been said that they swallow those who get too close and turn them into mummies. They like to eat gold nuggets.

White

They pretend to be elaborate coffins to teach lessons to grave robbers. Their bodies are covered in pure gold.

Black 2/White 2

Grave robbers who mistake them for real coffins and get too close end up trapped inside their bodies.

Evolution Chain

yamask
Yamask
Level 34
cofagrigus
Cofagrigus

Pokédex & Training Data

Classification Coffin Pokémon
Height 1.7 m (5'07")
Weight 76.5 kg (168.7 lbs)
Abilities
EV Yield +2 defense
Catch Rate 90
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Mineral, Indeterminate

Pokédex Numbers

Unova (B/W) #069
Unova (B2/W2) #125
Galar (Sw/Sh) #329
National #563

Held Items

Game Locations

Relic Castle B
Relic Castle C

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
1 Haze
— — 30 Resets all Pokémon’s stats, accuracy, and evasion.
1 Protect
— — 10 Prevents any moves from hitting the user this turn.
1 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
5 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
9 Haze
— — 30 Resets all Pokémon’s stats, accuracy, and evasion.
13 Night Shade
— 100% 15 Inflicts damage equal to the user’s level.
17 Hex
65 100% 10 Has double power if the target has a major status ailment.
21 Will O Wisp
— 85% 15 Burns the target.
25 Ominous Wind
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
29 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
33 Guard Split
— — 10 Averages Defense and Special Defense with the target.
33 Power Split
— — 10 Averages Attack and Special Attack with the target.
34 Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
39 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
45 Grudge
— — 5 If the user faints this turn, the PP of the move that fainted it drops to 0.
51 Mean Look
— — 5 Prevents the target from leaving battle.
57 Destiny Bond
— — 5 If the user faints this turn, the target automatically will, too.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
1 Haze
— — 30 Resets all Pokémon’s stats, accuracy, and evasion.
1 Protect
— — 10 Prevents any moves from hitting the user this turn.
1 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
5 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
9 Haze
— — 30 Resets all Pokémon’s stats, accuracy, and evasion.
13 Night Shade
— 100% 15 Inflicts damage equal to the user’s level.
17 Hex
65 100% 10 Has double power if the target has a major status ailment.
21 Will O Wisp
— 85% 15 Burns the target.
25 Ominous Wind
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
29 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
33 Guard Split
— — 10 Averages Defense and Special Defense with the target.
33 Power Split
— — 10 Averages Attack and Special Attack with the target.
34 Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
39 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
45 Grudge
— — 5 If the user faints this turn, the PP of the move that fainted it drops to 0.
51 Mean Look
— — 5 Prevents the target from leaving battle.
57 Destiny Bond
— — 5 If the user faints this turn, the target automatically will, too.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM19 Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM61 Will O Wisp
— 85% 15 Burns the target.
TM63 Embargo
— 100% 15 Target cannot use held items.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 Substitute
— — 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.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
After You
— — 15 Makes the target act next this turn.
Block
— — 5 Prevents the target from leaving battle.
Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Knock Off
65 100% 20 Target drops its held item.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
Role Play
— — 10 Copies the target’s ability.
Skill Swap
— — 10 User and target swap abilities.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
Trick
— 100% 10 User and target swap items.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.

Base Stats

Hp 58
Attack 50
Defense 145
Sp. Atk 95
Sp. Def 105
Speed 30
Total 483

Type Defenses

(vs. Gen 6+ rules)

0x
0x
0.5x
0.5x
2x
2x