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Orthworm animated sprite
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Orthworm

BST 480
SeasonM-6
Format

Base Stats

Stat spread

BST 480
HP
70
Atk
85
Def
145
SpA
60
SpD
55
Spe
65

Type defenses

Type defenses

Orthworm takes damage from each attacking type below.

Weak to
Fire2xFighting2xGround2x
Resists
Normal1/2xGrass1/2xIce1/2xFlying1/2xPsychic1/2xBug1/2xRock1/2xDragon1/2xSteel1/2xFairy1/2x
Immune to
Poison0x
Damage taken from each attacking type
NormalFireWaterElectricGrassIceFightingPoisonGroundFlyingPsychicBugRockGhostDragonDarkSteelFairy
1/2x2x1x1x1/2x1/2x2x0x2x1/2x1/2x1/2x1/2x1x1/2x1x1/2x1/2x
Normal1/2x
Fire2x
Water1x
Electric1x
Grass1/2x
Ice1/2x
Fighting2x
Poison0x
Ground2x
Flying1/2x
Psychic1/2x
Bug1/2x
Rock1/2x
Ghost1x
Dragon1/2x
Dark1x
Steel1/2x
Fairy1/2x

Forms / Mega

Available forms

Battle Data

Common choices

Moves

Move usage
10
  1. 1FightingBody Press86.1%
  2. 2NormalShed Tail65%
  3. 3SteelHeavy Slam53.6%
  4. 4NormalProtect47.8%

Held Items

Item usage
10
  1. 1Sitrus Berry53.7%
  2. 2Leftovers22%
  3. 3Rocky Helmet5.1%
  4. 4Occa Berry3.7%

Nature

Set usage
10
  1. 1ImpishDefense↑Sp. Atk↓38.1%
  2. 2CarefulSp. Def↑Sp. Atk↓18.9%
  3. 3RelaxedDefense↑Speed↓18.3%

Abilities

Set usage
2
  1. 1Earth Eater99.3%
  2. 2Sand Veil0.7%

Stat Points

Set usage
30
  1. 1HP32Atk0Def32SpA0SpD2Spe016.7%
  2. 2HP32Atk0Def2SpA0SpD32Spe012.6%
  3. 3HP2Atk0Def32SpA0SpD32Spe04.6%

Learnable Moves

Move list

MoveTypeCategoryPowerAccuracyPPDescription
Body Press8010010Damage is calculated using the user's Defense stat as its Attack, including stat stage changes. Other effects that modify the Attack stat are used as normal.
Body Slam8510015Has a 30% chance to paralyze the target. Damage doubles and no accuracy check is done if the target has used Minimize while active.
Bulldoze6010020Has a 100% chance to lower the target's Speed by 1 stage.
Coil--20Raises the user's Attack, Defense, and accuracy by 1 stage.
Curse--10If 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.
Dig8010010This 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.
Double-Edge12010015If the target lost HP, the user takes recoil damage equal to 33% the HP lost by the target, rounded half up, but not less than 1 HP.
Earth Power9010010Has a 10% chance to lower the target's Special Defense by 1 stage.
Earthquake10010010Damage doubles if the target is using Dig.
Endure--10The 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.
Facade7010020Power doubles if the user is burned, paralyzed, or poisoned. The physical damage halving effect from the user's burn is ignored.
Flash Cannon8010010Has a 10% chance to lower the target's Special Defense by 1 stage.
Giga Impact150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Heavy Slam-10010The power of this move depends on (user's weight / target's weight), rounded down. Power is equal to 120 if the result is 5 or more, 100 if 4, 80 if 3, 60 if 2, and 40 if 1 or less. Damage doubles and no accuracy check is done if the target has used Minimize while active.
Helping Hand--20The power of the target's attack this turn is multiplied by 1.5 (this effect is stackable). Fails if there is no ally adjacent to the user or if the ally already moved this turn, but does not fail if the ally is using a two-turn move.
High Horsepower959510No additional effect.
Hyper Beam150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Iron Defense--15Raises the user's Defense by 2 stages.
Iron Head8010015Has a 30% chance to make the target flinch.
Iron Tail1007515Has a 30% chance to lower the target's Defense by 1 stage.
Metal Burst-10010Deals damage to the last opposing Pokemon to hit the user with a physical or special attack this turn equal to 1.5 times the HP lost by the user from that attack, rounded down. If the user did not lose HP from that 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 or special attack this turn.
Metal Sound-8520Lowers the target's Special Defense by 2 stages.
Mud Shot559515Has a 100% chance to lower the target's Speed by 1 stage.
Mud-Slap2010010Has a 100% chance to lower the target's accuracy by 1 stage.
Protect--5The 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.
Rest--5The 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 Blast259010Hits two to five times. Has a 35% chance to hit two or three times and a 15% chance to hit four or five times. If one of the hits breaks the target's substitute, it will take damage for the remaining hits. If the user has the Skill Link Ability, this move will always hit five times. If the user is holding Loaded Dice, this move will hit 4-5 times.
Rock Slide759010Has a 30% chance to make the target flinch.
Rock Tomb609515Has a 100% chance to lower the target's Speed by 1 stage.
Sand Tomb358515Prevents 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.
Sandstorm--5For 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.
Shed Tail--10The user takes 1/2 of its maximum HP, rounded up, and creates a substitute that has 1/4 of the user's maximum HP, rounded down. The user is replaced with another Pokemon in its party and the selected Pokemon has the substitute transferred to it. Fails if the user would faint, or if there are no unfainted party members.
Sleep Talk--10One 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.
Smack Down5010015This move can hit a target using Bounce, Fly, or Sky Drop, or is under the effect of Sky Drop. If this move hits a target under the effect of Bounce, Fly, Magnet Rise, or Telekinesis, the effect ends. If the target is a Flying type that has not used Roost this turn or a Pokemon with the Levitate Ability, it loses its immunity to Ground-type attacks and the Arena Trap Ability as long as it remains active. During the effect, Magnet Rise fails for the target and Telekinesis fails against the target.
Spikes--20Sets up a hazard on the opposing side of the field, damaging each opposing Pokemon that switches in, unless it is a Flying-type Pokemon or has the Levitate Ability. Can be used up to three times before failing. Opponents lose 1/8 of their maximum HP with one layer, 1/6 of their maximum HP with two layers, and 1/4 of their maximum HP with three layers, all rounded down. 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.
Stealth Rock--20Sets 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 Beam140955Whether 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 Tantrum7510010Power 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.
Substitute--10The 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.
Wrap159020Prevents 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.
Pokémon Champions — Regulation Set M-C
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