Toxicroak
No entry available for this game era.

Evolution Chain

croagunk
Croagunk
Level 37
toxicroak
Toxicroak

Pokédex & Training Data

Classification Toxic Mouth Pokémon
Height 1.3 m (4'03")
Weight 44.4 kg (97.9 lbs)
Abilities
EV Yield +2 attack
Catch Rate 75
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Humanshape

Pokédex Numbers

Sinnoh (D/P) #130
Sinnoh (Plat.) #130
Unova (B2/W2) #291
Kalos (Central) #126
Galar (Sw/Sh) #223
Hisui #100
Paldea (S/V) #176
National #454
Isle of Armor #083

Held Items

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
1 Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
1 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
3 Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
8 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
10 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
15 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
17 Feint Attack
60 — 20 Never misses.
22 Revenge
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
24 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
29 Mud Bomb
65 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
31 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
36 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
41 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
49 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
54 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
58 Belch
120 90% 10 Can only be used after the user has eaten a berry.
62 Flatter
— 100% 15 Raises the target’s Special Attack by one stage and confuses the target.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
1 Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
1 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
3 Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
8 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
10 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
15 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
17 Feint Attack
60 — 20 Never misses.
22 Revenge
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
24 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
29 Mud Bomb
65 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
31 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
36 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
41 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
49 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
54 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
58 Belch
120 90% 10 Can only be used after the user has eaten a berry.
62 Flatter
— 100% 15 Raises the target’s Special Attack by one stage and confuses the target.

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.
TM08 Bulk Up
— — 20 Raises the user’s Attack and Defense by one stage.
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.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
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.
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.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
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.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
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.
TM47 Low Sweep
65 100% 20 Lowers the target’s Speed by one stage.
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.
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.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
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.
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.
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

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Dual Chop
40 90% 15 Hits twice in one turn.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
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.
Knock Off
65 100% 20 Target drops its held item.
Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Role Play
— — 10 Copies the target’s ability.
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.
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.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.

Base Stats

Hp 83
Attack 106
Defense 65
Sp. Atk 86
Sp. Def 65
Speed 85
Total 490

Type Defenses

(vs. Gen 6+ rules)

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