Sand Veil: If Sandstorm is in effect, Evasion increases and takes no damage from Sandstorm.
[Field Action - EMERALD ONLY] If this Pokemon is in the lead spot, the rate of wild Pokemon battles during a Sandstorm is halved.
Diamond & Pearl
Sand Veil: If Sandstorm is in effect, Evasion increases and takes no damage from Sandstorm.
[Field Action] If this Pokemon is in the lead spot, the rate of wild Pokemon battles during a Sandstorm is halved.
Burrows deep underground in arid locations far from water. It only emerges to hunt for food.
Blue
Yellow
Its body is dry. When it gets cold at night, its hide is said to become coated with a fine dew.
Gold
If it fell from a great height, this POKéMON could save itself by rolling into a ball and bouncing.
Silver
Disliking water, it lives in deep burrows in arid areas. It can roll itself instantly into a ball.
Crystal
It prefers dry, sandy places because it uses the sand to protect itself when threatened.
Ruby
SANDSHREW's body is configured to absorb water without waste, enabling it to survive in an arid desert. This POKéMON curls up to protect itself from enemies.
Sapphire
SANDSHREW has a very dry hide that is extremely tough. The POKéMON can roll into a ball that repels any attack. At night, it burrows into the desert sand to sleep.
Emerald
When it curls up in a ball, it can make any attack bounce off harmlessly. Its hide has turned tough and solid as a result of living in the desert.
FireRed
It burrows and lives underground. If threatened, it curls itself up into a ball for protection.
LeafGreen
Burrows deep underground in arid locations far from water. It only emerges to hunt for food.
Diamond
To protect itself from attackers, it curls up into a ball. It lives in arid regions with minimal rainfall.
Pearl
Stadium 1
When hunting, it hides at the lip of its burrow. If prey comes close, it lunges out and drags in the prey instantly.
Stadium 2
If it fell from a great height, this POKéMON could save itself by rolling into a ball and bouncing.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times.
Cancels all other weather moves. For 5 turns: each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is a Ground-, Rock-, or Steel-type and the healing power of Morning Sun, Synthesis and Moonlight is halved.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times.
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it uses Baton Pass.
Cancels all other weather moves. For 5 turns: each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is a Ground-, Rock-, or Steel-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times.
The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses.
The base power of this move doubles with each consecutive hit; however, power is capped at a maximum 160 BP and remains there for any subsequent uses. If this move misses, base power will be reset to 10 BP on the next turn. The user can also select other attacks without resetting this move's power; it will continue to double after each use until it either misses or reaches the 160 BP cap.
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn.
Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target.
Cancels all other weather moves. For 5 turns: the Special Defense of Rock-type Pokemon is boosted by 50%, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it has Sand Veil or is a Ground-, Rock-, or Steel-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Sandstorm will last for eight turns if its user is holding Smooth Rock.
Rock
N/A
N/A
Breeding Information
Egg Group:
Ground
Steps to Hatch:
6400 #
# Step Formula: Steps to hatch is actually x*256+rand() where [x*256]=[Psydex Value]
Almost always goes last; if an opponent strikes with a Physical attack before the user's turn, the user retaliates for twice the damage it had endured.
Removes Spikes and Leech Seed from the user's side of the field; also frees the user from Bind, Clamp, Fire Spin, Whirlpool and Wrap. These side effects do not occur if the move misses or is used against Ghost-type Pokemon.