Sandslash

Alternate Forms

Sun

Although they are sharp, its claws and spikes often break off. They grow back the next day, so it is not bothered by the temporary loss.

Moon

It uses its claws to climb trees and then curls its body into a spiny ball, ready to drop onto any prey that appears.

Ultra Sun

Its claws and horns often break off. The broken claws and horns can be used to carve plows for tilling farm fields.

Ultra Moon

Thanks to its thick claws, it’s good at climbing trees. There are plenty of Sandslash that park themselves in trees and go right to sleep.

Lets Go Pikachu/Lets Go Eevee

It is skilled at slashing enemies with its claws. If broken, they start to grow back in a day.

Evolution Chain

sandshrew-alola
Sandshrew
ice-stone ice stone
sandslash-alola
Sandslash

Pokédex Data

Classification Mouse Pokémon
Height 1.2 m (3'11")
Weight 55.0 kg (121.3 lbs)
Abilities

Held Items

Training

EV Yield +2 defense
Catch Rate 90
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Ground

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Defense Curl
40 Raises user's Defense by one stage.
1 Slash
70 100% 20 Has an increased chance for a critical hit.
1 Metal Claw
50 95% 35 Has a 10% chance to raise the user's Attack by one stage.
1 Ice Ball
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
1 Icicle Spear
25 100% 30 Hits 2-5 times in one turn.
1 Metal Burst
100% 10 Strikes back at the last Pokémon to hit the user this turn with 1.5× the damage.
1 Icicle Crash
85 90% 10 Has a 30% chance to make the target flinch.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Defense Curl
40 Raises user's Defense by one stage.
1 Slash
70 100% 20 Has an increased chance for a critical hit.
1 Metal Claw
50 95% 35 Has a 10% chance to raise the user's Attack by one stage.
1 Ice Ball
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
1 Icicle Spear
25 100% 30 Hits 2-5 times in one turn.
1 Metal Burst
100% 10 Strikes back at the last Pokémon to hit the user this turn with 1.5× the damage.
1 Icicle Crash
85 90% 10 Has a 30% chance to make the target flinch.
Let's Go
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Counter
100% 20 Inflicts twice the damage the user received from the last physical hit it took.
1 Defense Curl
40 Raises user's Defense by one stage.
1 Bide
10 User waits for two turns, then hits back for twice the damage it took.
1 Ice Shard
40 100% 30 Inflicts regular damage with no additional effect.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM01 Work Up
30 Raises the user's Attack and Special Attack by one stage each.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day
5 Changes the weather to sunny for five turns.
TM14 Blizzard
110 70% 5 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.
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.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Leech Life
80 100% 10 Drains half the damage inflicted to heal the user.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM40 Aerial Ace
60 20 Never misses.
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.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Aurora Veil
20 Reduces damage five turns, but must be used during hail.
TM74 Gyro Ball
100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM75 Swords Dance
20 Raises the user's Attack by two stages.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target's Speed by one stage.
TM79 Frost Breath
60 90% 10 Always scores a critical hit.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM81 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
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.
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.
TM100 Confide
20 Lowers the target's Special Attack by one stage.
Let's Go
Name Class Power Acc. PP Effect
TM01 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM05 Rest
5 User sleeps for two turns, completely healing itself.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM08 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.
TM10 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM13 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM15 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
TM19 Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
TM22 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM24 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
TM26 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
TM27 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM35 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM41 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM48 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM51 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM55 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM56 Stealth Rock
20 Causes damage when opposing Pokémon switch in.
TM58 Drill Run
80 95% 10 Has an increased chance for a critical hit.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Covet
60 100% 25 Takes the target's item.
Drill Run
80 95% 10 Has an increased chance for a critical hit.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Iron Defense
15 Raises the user's Defense by two stages.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
Knock Off
65 100% 20 Target drops its held item.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Stealth Rock
20 Causes damage when opposing Pokémon switch in.
Super Fang
90% 10 Inflicts damage equal to half the target's HP.
Throat Chop
80 100% 15 Prevents the target from using sound-based moves for two turns.

Base Stats

Hp 75
Attack 100
Defense 120
Sp. Atk 25
Sp. Def 65
Speed 65
Total 450

Type Defenses

(vs. Gen 6+ rules)

0.5x
4x
0.5x
0.25x
4x
0x
2x
0.5x
0.5x
0.5x
0.5x
0.5x