Moves
Move usage- 1
Snap Trap
89.2% - 2
Protect
56.2% - 3
Yawn
38% - 4
Terrain Pulse
22.2%

Base Stats
Type defenses
Stunfisk-Galar takes damage from each attacking type below.
| Normal | Fire | Water | Electric | Grass | Ice | Fighting | Poison | Ground | Flying | Psychic | Bug | Rock | Ghost | Dragon | Dark | Steel | Fairy |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1/2x | 2x | 2x | 0x | 1x | 1x | 2x | 0x | 2x | 1/2x | 1/2x | 1/2x | 1/4x | 1x | 1/2x | 1x | 1/2x | 1/2x |
Forms / Mega
Battle Data
Learnable Moves
| Move | Type | Category | Power | Accuracy | PP | Description |
|---|---|---|---|---|---|---|
| Attract | - | 100 | 15 | Causes the target to become infatuated, making it unable to attack 50% of the time. Fails if both the user and the target are the same gender, if either is genderless, or if the target is already infatuated. The effect ends when either the user or the target is no longer active. Pokemon with the Oblivious Ability or protected by the Aroma Veil Ability are immune. | ||
| Bind | 15 | 85 | 20 | Prevents the target from switching for four or five turns (seven turns if the user is holding Grip Claw). Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Flip Turn, Parting Shot, Shed Tail, Teleport, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Mortal Spin, Rapid Spin, or Substitute successfully. This effect is not stackable or reset by using this or another binding move. | ||
| Bounce | 85 | 85 | 5 | Has a 30% chance to paralyze the target. This attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Gust, Hurricane, Sky Uppercut, Smack Down, Thousand Arrows, Thunder, and Twister, and Gust and Twister have doubled power when used against it. If the user is holding a Power Herb, the move completes in one turn. | ||
| Bulldoze | 60 | 100 | 20 | Has a 100% chance to lower the target's Speed by 1 stage. | ||
| Counter | - | 100 | 20 | Deals damage to the last opposing Pokemon to hit the user with a physical attack this turn equal to twice the HP lost by the user from that attack. If the user did not lose HP from the attack, this move deals 1 HP of damage instead. If that opposing Pokemon's position is no longer in use and there is another opposing Pokemon on the field, the damage is done to it instead. Only the last hit of a multi-hit attack is counted. Fails if the user was not hit by an opposing Pokemon's physical attack this turn. | ||
| Crunch | 80 | 100 | 15 | Has a 20% chance to lower the target's Defense by 1 stage. | ||
| Curse | - | - | 10 | If the user is not a Ghost type, lowers the user's Speed by 1 stage and raises the user's Attack and Defense by 1 stage. If the user is a Ghost type, the user loses 1/2 of its maximum HP, rounded down and even if it would cause fainting, in exchange for the target losing 1/4 of its maximum HP, rounded down, at the end of each turn while it is active. If the target uses Baton Pass, the replacement will continue to be affected. Fails if there is no target or if the target is already affected. | ||
| Dig | 80 | 100 | 10 | This attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Earthquake and Magnitude but takes double damage from them, and is also unaffected by weather. If the user is holding a Power Herb, the move completes in one turn. | ||
| Earth Power | 90 | 100 | 10 | Has a 10% chance to lower the target's Special Defense by 1 stage. | ||
| Earthquake | 100 | 100 | 10 | Damage doubles if the target is using Dig. | ||
| Endure | - | - | 10 | The user will survive attacks made by other Pokemon during this turn with at least 1 HP. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn. | ||
| Facade | 70 | 100 | 20 | Power doubles if the user is burned, paralyzed, or poisoned. The physical damage halving effect from the user's burn is ignored. | ||
| Fissure | - | 30 | 5 | Deals damage to the target equal to the target's maximum HP. Ignores accuracy and evasiveness modifiers. This attack's accuracy is equal to (user's level - target's level + 30)%, and fails if the target is at a higher level. Pokemon with the Sturdy Ability are immune. | ||
| Flail | - | 100 | 15 | The power of this move is 20 if X is 33 to 48, 40 if X is 17 to 32, 80 if X is 10 to 16, 100 if X is 5 to 9, 150 if X is 2 to 4, and 200 if X is 0 or 1, where X is equal to (user's current HP × 48 / user's maximum HP), rounded down. | ||
| Flash Cannon | 80 | 100 | 10 | Has a 10% chance to lower the target's Special Defense by 1 stage. | ||
| Foul Play | 95 | 100 | 15 | Damage is calculated using the target's Attack stat, including stat stage changes. The user's Ability, item, and burn are used as normal. | ||
| Ice Fang | 65 | 95 | 15 | Has a 10% chance to freeze the target and a 10% chance to make it flinch. | ||
| Iron Defense | - | - | 15 | Raises the user's Defense by 2 stages. | ||
| Lash Out | 75 | 100 | 5 | Power doubles if the user had a stat stage lowered this turn. | ||
| Metal Sound | - | 85 | 20 | Lowers the target's Special Defense by 2 stages. | ||
| Mud Shot | 55 | 95 | 15 | Has a 100% chance to lower the target's Speed by 1 stage. | ||
| Mud-Slap | 20 | 100 | 10 | Has a 100% chance to lower the target's accuracy by 1 stage. | ||
| Muddy Water | 90 | 85 | 10 | Has a 30% chance to lower the target's accuracy by 1 stage. | ||
| Pain Split | - | - | 20 | The user and the target's HP become the average of their current HP, rounded down, but not more than the maximum HP of either one. | ||
| Payback | 50 | 100 | 10 | Power doubles if the user moves after the target this turn, including actions taken through Instruct or the Dancer Ability. Switching in does not count as an action. | ||
| Protect | - | - | 5 | The user is protected from most attacks made by other Pokemon during this turn. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn. | ||
| Rain Dance | - | - | 5 | For 5 turns, the weather becomes Rain. The damage of Water-type attacks is multiplied by 1.5 and the damage of Fire-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Damp Rock. Fails if the current weather is Rain. | ||
| Reflect Type | - | - | 15 | Causes the user's types to become the same as the current types of the target. If the target's current types include typeless and a non-added type, typeless is ignored. If the target's current types include typeless and an added type from Forest's Curse or Trick-or-Treat, typeless is copied as the Normal type instead. Fails if the user is an Arceus or a Silvally, if the user is Terastallized, or if the target's current type is typeless alone. | ||
| Rest | - | - | 5 | The user falls asleep for the next two turns and restores all of its HP, curing itself of any non-volatile status condition in the process. Fails if the user has full HP, is already asleep, or if another effect is preventing sleep. | ||
| Rock Slide | 75 | 90 | 10 | Has a 30% chance to make the target flinch. | ||
| Rock Tomb | 60 | 95 | 15 | Has a 100% chance to lower the target's Speed by 1 stage. | ||
| Round | 60 | 100 | 15 | If there are other active Pokemon that chose this move for use this turn, those Pokemon take their turn immediately after the user, in Speed order, and this move's power is 120 for each other user. | ||
| Sandstorm | - | - | 5 | For 5 turns, the weather becomes Sandstorm. At the end of each turn except the last, all active Pokemon lose 1/16 of their maximum HP, rounded down, unless they are a Ground, Rock, or Steel type, or have the Magic Guard, Overcoat, Sand Force, Sand Rush, or Sand Veil Abilities. During the effect, the Special Defense of Rock-type Pokemon is multiplied by 1.5 when taking damage from a special attack. Lasts for 8 turns if the user is holding Smooth Rock. Fails if the current weather is Sandstorm. | ||
| Scald | 80 | 100 | 15 | Has a 30% chance to burn the target. The target thaws out if it is frozen. | ||
| Screech | - | 85 | 20 | Lowers the target's Defense by 2 stages. | ||
| Sleep Talk | - | - | 10 | One of the user's known moves, besides this move, is selected for use at random. Fails if the user is not asleep. The selected move does not have PP deducted from it, and can currently have 0 PP. This move cannot select Assist, Beak Blast, Belch, Bide, Blazing Torque, Celebrate, Chatter, Combat Torque, Copycat, Dynamax Cannon, Focus Punch, Hold Hands, Magical Torque, Me First, Metronome, Mimic, Mirror Move, Nature Power, Noxious Torque, Shell Trap, Sketch, Sleep Talk, Struggle, Uproar, Wicked Torque, or any two-turn move. | ||
| Sludge Bomb | 90 | 100 | 10 | Has a 30% chance to poison the target. | ||
| Sludge Wave | 95 | 100 | 10 | Has a 10% chance to poison the target. | ||
| Snap Trap | 35 | 100 | 15 | Prevents the target from switching for four or five turns (seven turns if the user is holding Grip Claw). Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Flip Turn, Parting Shot, Shed Tail, Teleport, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Mortal Spin, Rapid Spin, or Substitute successfully. This effect is not stackable or reset by using this or another binding move. | ||
| Snore | 50 | 100 | 15 | Has a 30% chance to make the target flinch. Fails if the user is not asleep. | ||
| Spite | - | 100 | 10 | Causes the target's last move used to lose 4 PP. Fails if the target has not made a move, if the move has 0 PP, or if it no longer knows the move. | ||
| Stealth Rock | - | - | 20 | Sets up a hazard on the opposing side of the field, damaging each opposing Pokemon that switches in. Fails if the effect is already active on the opposing side. Foes lose 1/32, 1/16, 1/8, 1/4, or 1/2 of their maximum HP, rounded down, based on their weakness to the Rock type; 0.25×, 0.5×, neutral, 2×, or 4×, respectively. Can be removed from the opposing side if any Pokemon uses Tidy Up, or if any opposing Pokemon uses Mortal Spin, Rapid Spin, or Defog successfully, or is hit by Defog. | ||
| Steel Beam | 140 | 95 | 5 | Whether or not this move is successful and even if it would cause fainting, the user loses 1/2 of its maximum HP, rounded up, unless the user has the Magic Guard Ability. | ||
| Stomping Tantrum | 75 | 100 | 10 | Power doubles if the user's last move on the previous turn, including moves called by other moves or those used through Instruct, Magic Coat, Snatch, or the Dancer or Magic Bounce Abilities, failed to do any of its normal effects, not including damage from an unsuccessful High Jump Kick, Jump Kick, or Mind Blown, or if the user was prevented from moving by any effect other than recharging or Sky Drop. A move that was blocked by Baneful Bunker, Detect, King's Shield, Protect, Spiky Shield, Crafty Shield, Mat Block, Quick Guard, or Wide Guard will not double this move's power, nor will Bounce or Fly ending early due to the effect of Gravity, Smack Down, or Thousand Arrows. | ||
| Stone Edge | 100 | 80 | 5 | Has a higher chance for a critical hit. | ||
| Substitute | - | - | 10 | The user takes 1/4 of its maximum HP, rounded down, and puts it into a substitute to take its place in battle. The substitute is removed once enough damage is inflicted on it, if the user switches out or faints, or if any Pokemon uses Tidy Up. Baton Pass can be used to transfer the substitute to an ally, and the substitute will keep its remaining HP. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat stage changes caused by other Pokemon. Sound-based moves and Pokemon with the Infiltrator Ability ignore substitutes. The user still takes normal damage from weather and status effects while behind its substitute. If the substitute breaks during a multi-hit attack, the user will take damage from any remaining hits. If a substitute is created while the user is trapped by a binding move, the binding effect ends immediately. Fails if the user does not have enough HP remaining to create a substitute without fainting, or if it already has a substitute. | ||
| Sucker Punch | 70 | 100 | 5 | Fails if the target did not select a physical attack, special attack, or Me First for use this turn, or if the target moves before the user. | ||
| Surf | 90 | 100 | 15 | Damage doubles if the target is using Dive. | ||
| Terrain Pulse | 50 | 100 | 10 | Power doubles if the user is grounded and a terrain is active, and this move's type changes to match. Electric type during Electric Terrain, Grass type during Grassy Terrain, Fairy type during Misty Terrain, and Psychic type during Psychic Terrain. | ||
| Thunder Wave | - | 90 | 20 | Paralyzes the target. This move does not ignore type immunity. | ||
| Uproar | 90 | 100 | 10 | The user spends three turns locked into this move. This move targets an opponent at random on each turn. On the first of the three turns, all sleeping active Pokemon wake up. During the three turns, no active Pokemon can fall asleep by any means, and Pokemon switched in during the effect do not wake up. If the user is prevented from moving or the attack is not successful against the target during one of the turns, the effect ends. | ||
| Yawn | - | - | 10 | Causes the target to fall asleep at the end of the next turn. Fails when used if the target cannot fall asleep or if it already has a non-volatile status condition. At the end of the next turn, if the target is still active, does not have a non-volatile status condition, and can fall asleep, it falls asleep. If the target becomes affected, this effect cannot be prevented by Safeguard or a substitute, or by falling asleep and waking up during the effect. |