Cloyster
Sun

Its hard shell cannot be shattered—not even by a bomb. The contents of the shell remain unknown.

Moon

Excavation of the tombs of ancient hunting tribes has turned up many spears tipped with spikes that had fallen off this Pokémon’s shell.

Ultra Sun

If areas of Cloyster’s very hard shell get damaged, those areas swell, gradually growing into large sharp spikes.

Ultra Moon

Slowpoke tails are its favorite food. It has even been known to come up on land to look for Slowpoke from time to time.

Lets Go Pikachu/Lets Go Eevee

For protection, it uses its harder-than-diamond shell. It also shoots spikes from the shell.

Evolution Chain

shellder
Shellder
cloyster
Cloyster

Pokédex & Training Data

Classification Bivalve Pokémon
Height 1.5 m (4'11")
Weight 132.5 kg (292.1 lbs)
Abilities
EV Yield +2 defense
Catch Rate 60
Base Friendship 70
Growth Rate slow
Gender Ratio
♂ ♀
Egg Groups Water3

Pokédex Numbers

Kanto (R/B/Y) #091
Johto (G/S/C) #170
Johto (HG/SS) #172
Kalos (Coastal) #037
Alola (S/M) #116
Alola (US/UM) #139
Galar (Sw/Sh) #151
Paldea (S/V) #330
National #091
Isle of Armor #132

Held Items

Pearl 50%

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Supersonic
— 55% 20 Confuses the target.
1 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
1 Aurora Beam
65 100% 20 Has a 10% chance to lower the target’s Attack by one stage.
1 Withdraw
— — 40 Raises the user’s Defense by one stage.
1 Protect
— — 10 Prevents any moves from hitting the user this turn.
1 Toxic Spikes
— — 20 Scatters poisoned spikes, poisoning opposing Pokémon that switch in.
1 Shell Smash
— — 15 Raises user’s Attack, Special Attack, and Speed by two stages. Lower user’s Defense and Special Defense by one stage.
13 Spike Cannon
20 100% 15 Hits 2-5 times in one turn.
28 Spikes
— — 20 Scatters Spikes, hurting opposing Pokémon that switch in.
50 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 Supersonic
— 55% 20 Confuses the target.
1 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
1 Aurora Beam
65 100% 20 Has a 10% chance to lower the target’s Attack by one stage.
1 Withdraw
— — 40 Raises the user’s Defense by one stage.
1 Protect
— — 10 Prevents any moves from hitting the user this turn.
1 Toxic Spikes
— — 20 Scatters poisoned spikes, poisoning opposing Pokémon that switch in.
1 Shell Smash
— — 15 Raises user’s Attack, Special Attack, and Speed by two stages. Lower user’s Defense and Special Defense by one stage.
13 Spike Cannon
20 100% 15 Hits 2-5 times in one turn.
28 Spikes
— — 20 Scatters Spikes, hurting opposing Pokémon that switch in.
50 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 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Twineedle
25 100% 20 Hits twice in the same turn. Has a 20% chance to poison the target.
1 Leer
— 100% 30 Lowers the target’s Defense by one stage.
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Withdraw
— — 40 Raises the user’s Defense by one stage.
1 Barrier
— — 20 Raises the user’s Defense by two stages.
1 Spike Cannon
20 100% 15 Hits 2-5 times in one turn.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
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.
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.
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.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
— — 15 Raises the user’s evasion 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.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM64 Explosion
250 100% 5 User faints.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM67 Smart Strike
70 — 10 Never misses.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM79 Frost Breath
60 90% 10 Always scores a critical hit.
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.
TM94 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
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.
TM04 Teleport
— — 20 Immediately ends wild battles. No effect otherwise.
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.
TM09 Reflect
— — 20 Reduces damage from physical attacks by half.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
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.
TM28 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
TM42 Self Destruct
200 100% 5 User faints.
TM47 Surf
90 100% 15 Inflicts regular damage and can hit Dive 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.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
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.
Liquidation
85 100% 10 Has a 20% chance to lower the target’s Defense by one stage.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
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 50
Attack 95
Defense 180
Sp. Atk 85
Sp. Def 45
Speed 70
Total 525

Type Defenses

(vs. Gen 6+ rules)

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