Clawitzer
Omega RubyX

Their enormous claws launch cannonballs of water powerful enough to pierce tanker hulls.

Alpha SapphireY

By expelling water from the nozzle in the back of its claw, it can move at a speed of 60 knots.

Evolution Chain

clauncher
Clauncher
Level 37
clawitzer
Clawitzer

Pokédex Data

Classification Howitzer Pokémon
Height 1.3 m (4'03")
Weight 35.3 kg (77.8 lbs)
Abilities

Game Locations

  • Ambrette Town Area
  • Cyllage City Area
  • Kalos Route 8 Area

Training

EV Yield +2 Sp. Atk
Catch Rate 55
Base Friendship 70
Growth Rate slow
Gender Ratio
Egg Groups Water1, Water3

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Splash
40 Does nothing.
1 Aura Sphere
80 20 Never misses.
1 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
1 Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
1 Heal Pulse
10 Heals the target for half its max HP.
7 Water Sport
15 Halves all Fire-type damage.
9 Vice Grip
55 100% 30 Inflicts regular damage with no additional effect.
12 Bubble
40 100% 30 Has a 10% chance to lower the target's Speed by one stage.
16 Flail
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
20 Bubble Beam
65 100% 20 Has a 10% chance to lower the target's Speed by one stage.
25 Swords Dance
20 Raises the user's Attack by two stages.
30 Crabhammer
100 90% 10 Has an increased chance for a critical hit.
34 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
42 Smack Down
50 100% 15 Removes any immunity to Ground damage.
47 Aqua Jet
40 100% 20 Inflicts regular damage with no additional effect.
53 Muddy Water
90 85% 10 Has a 30% chance to lower the target's accuracy by one stage.
57 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
63 Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
67 Aura Sphere
80 20 Never misses.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Splash
40 Does nothing.
1 Aura Sphere
80 20 Never misses.
1 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
1 Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
1 Heal Pulse
10 Heals the target for half its max HP.
7 Water Sport
15 Halves all Fire-type damage.
9 Vice Grip
55 100% 30 Inflicts regular damage with no additional effect.
12 Bubble
40 100% 30 Has a 10% chance to lower the target's Speed by one stage.
16 Flail
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
20 Bubble Beam
65 100% 20 Has a 10% chance to lower the target's Speed by one stage.
25 Swords Dance
20 Raises the user's Attack by two stages.
30 Crabhammer
100 90% 10 Has an increased chance for a critical hit.
34 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
42 Smack Down
50 100% 15 Removes any immunity to Ground damage.
47 Aqua Jet
40 100% 20 Inflicts regular damage with no additional effect.
53 Muddy Water
90 85% 10 Has a 30% chance to lower the target's accuracy by one stage.
57 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
63 Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
67 Aura Sphere
80 20 Never misses.

TM/HM Moves

X/Y
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM05 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM09 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
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.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM23 Smack Down
50 100% 15 Removes any immunity to Ground damage.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
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.
TM34 Sludge Wave
95 100% 10 Has a 10% chance to poison the target.
TM36 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
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.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM75 Swords Dance
20 Raises the user's Attack by two stages.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM89 U Turn
70 100% 20 User must switch out after attacking.
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.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM100 Confide
20 Lowers the target's Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM05 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
HM07 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM09 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
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.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM23 Smack Down
50 100% 15 Removes any immunity to Ground damage.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
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.
TM34 Sludge Wave
95 100% 10 Has a 10% chance to poison the target.
TM36 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
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.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM75 Swords Dance
20 Raises the user's Attack by two stages.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM89 U Turn
70 100% 20 User must switch out after attacking.
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.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM100 Confide
20 Lowers the target's Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
Helping Hand
20 Ally's next move inflicts half more damage.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Base Stats

Hp 71
Attack 73
Defense 88
Sp. Atk 120
Sp. Def 89
Speed 59
Total 500

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
0.5x
0.5x