Dunsparce
Ultra Sun

It travels by digging through the ground. Diglett and Dunsparce share one another’s tunnels happily.

Ultra Moon

When it sees a person, it digs a hole with its tail to make its escape. If you happen to find one, consider yourself lucky.

Pokédex & Training Data

Classification Land Snake Pokémon
Height 1.5 m (4'11")
Weight 14.0 kg (30.9 lbs)
Abilities
EV Yield +1 hp
Catch Rate 190
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Johto (G/S/C) #052
Johto (HG/SS) #052
Unova (B2/W2) #035
Kalos (Central) #040
Alola (US/UM) #063
Paldea (S/V) #188
National #206
Isle of Armor #052
Kitakami #160

Game Locations

Alola Route 2 North
Alola Route 2 South

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
1 Defense Curl
— — 40 Raises user’s Defense by one stage.
3 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
6 Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
8 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
11 Screech
— 85% 40 Lowers the target’s Defense by two stages.
13 Yawn
— — 10 Target sleeps at the end of the next turn.
16 Ancient Power
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
18 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
21 Drill Run
80 95% 10 Has an increased chance for a critical hit.
23 Roost
— — 5 Heals the user by half its max HP.
26 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
28 Coil
— — 20 Raises the user’s Attack, Defense, and accuracy by one stage each.
31 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
33 Glare
— 100% 30 Paralyzes the target.
36 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
38 Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
41 Air Slash
75 95% 15 Has a 30% chance to make the target flinch.
43 Dragon Rush
100 75% 10 Has a 20% chance to make the target flinch.
46 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
48 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
1 Defense Curl
— — 40 Raises user’s Defense by one stage.
3 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
6 Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
8 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
11 Screech
— 85% 40 Lowers the target’s Defense by two stages.
13 Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
16 Yawn
— — 10 Target sleeps at the end of the next turn.
18 Ancient Power
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
21 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
23 Drill Run
80 95% 10 Has an increased chance for a critical hit.
26 Roost
— — 5 Heals the user by half its max HP.
28 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
31 Coil
— — 20 Raises the user’s Attack, Defense, and accuracy by one stage each.
33 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
36 Glare
— 100% 30 Paralyzes the target.
38 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
41 Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
43 Air Slash
75 95% 15 Has a 30% chance to make the target flinch.
46 Dragon Rush
100 75% 10 Has a 20% chance to make the target flinch.
48 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
51 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
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.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
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 Roost
— — 5 Heals the user by half its max HP.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
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.
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.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed 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.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
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.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
Drill Run
80 95% 10 Has an increased chance for a critical hit.
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
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.
Shock Wave
60 — 20 Never misses.
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.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
Stomping Tantrum
75 100% 10 Has double power if the user’s last move failed.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Agility
— — 30 Raises the user’s Speed by two stages.
Ancient Power
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
Astonish
30 100% 15 Has a 30% chance to make the target flinch.
Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
Bite
60 100% 25 Has a 30% chance to make the target flinch.
Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
Hex
65 100% 10 Has double power if the target has a major status ailment.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Trump Card
— — 5 Power increases when this move has less PP, up to a maximum of 200.

Base Stats

Hp 100
Attack 70
Defense 70
Sp. Atk 65
Sp. Def 65
Speed 45
Total 415

Type Defenses

(vs. Gen 6+ rules)

2x
0x