Claydol
Ultra Sun

If it gets wet, its body melts. When rain starts to fall, it wraps its whole body up with its psychic powers to protect itself.

Ultra Moon

The ancient people who made it apparently modeled it after something that descended from the sky. It fires beams from both arms.

Evolution Chain

baltoy
Baltoy
Level 36
claydol
Claydol

Pokédex & Training Data

Classification Clay Doll Pokémon
Height 1.5 m (4'11")
Weight 108.0 kg (238.1 lbs)
Abilities
EV Yield +2 Sp. Def
Catch Rate 90
Base Friendship 70
Growth Rate medium
Gender Ratio
Genderless
Egg Groups Mineral

Pokédex Numbers

Hoenn (R/S/E) #132
Unova (B2/W2) #170
Hoenn (OR/AS) #137
Alola (US/UM) #311
Galar (Sw/Sh) #083
National #344
Crown Tundra #152

Held Items

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Teleport
— — 20 Immediately ends wild battles. No effect otherwise.
1 Harden
— — 30 Raises the user’s Defense by one stage.
1 Rapid Spin
50 100% 40 Frees the user from binding moves, removes Leech Seed, and blows away Spikes.
4 Rapid Spin
50 100% 40 Frees the user from binding moves, removes Leech Seed, and blows away Spikes.
7 Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
10 Heal Block
— 100% 15 Prevents target from restoring its HP for five turns.
13 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
16 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
19 Ancient Power
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
22 Cosmic Power
— — 20 Raises the user’s Defense and Special Defense by one stage.
25 Power Trick
— — 10 User swaps Attack and Defense.
28 Self Destruct
200 100% 5 User faints.
31 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
34 Guard Split
— — 10 Averages Defense and Special Defense with the target.
34 Power Split
— — 10 Averages Attack and Special Attack with the target.
40 Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
46 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
52 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
58 Explosion
250 100% 5 User faints.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Teleport
— — 20 Immediately ends wild battles. No effect otherwise.
1 Harden
— — 30 Raises the user’s Defense by one stage.
1 Rapid Spin
50 100% 40 Frees the user from binding moves, removes Leech Seed, and blows away Spikes.
4 Rapid Spin
50 100% 40 Frees the user from binding moves, removes Leech Seed, and blows away Spikes.
7 Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
10 Heal Block
— 100% 15 Prevents target from restoring its HP for five turns.
13 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
16 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
19 Ancient Power
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
22 Cosmic Power
— — 20 Raises the user’s Defense and Special Defense by one stage.
25 Power Trick
— — 10 User swaps Attack and Defense.
28 Self Destruct
200 100% 5 User faints.
31 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
34 Guard Split
— — 10 Averages Defense and Special Defense with the target.
34 Power Split
— — 10 Averages Attack and Special Attack with the target.
40 Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
46 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
52 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
58 Explosion
250 100% 5 User faints.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five 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.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM23 Smack Down
50 100% 15 Removes any immunity to Ground damage.
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.
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.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
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.
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.
TM64 Explosion
250 100% 5 User faints.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM69 Rock Polish
— — 20 Raises the user’s Speed by two stages.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
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.
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.
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.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
Drill Run
80 95% 10 Has an increased chance for a critical hit.
Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Recycle
— — 10 User recovers the item it last used up.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
— — 10 User and target swap abilities.
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.
Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
Trick
— 100% 10 User and target swap items.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 60
Attack 70
Defense 105
Sp. Atk 70
Sp. Def 120
Speed 75
Total 500

Type Defenses

(vs. Gen 6+ rules)

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