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.
Curls up into a spiny ball when threatened. It can roll while curled up to attack or escape.
Blue
Yellow
It is skilled at slashing enemies with its claws. If broken, they start to grow back in a day.
Gold
In an attempt to hide itself, it will run around at top speed to kick up a blinding dust storm.
Silver
If it digs at an incredible pace, it may snap off its spike and claws. They grow back in a day.
Crystal
Adept at climbing trees, it rolls into a spiny ball, then attacks its enemies from above.
Ruby
SANDSLASH's body is covered by tough spikes, which are hardened sections of its hide. Once a year, the spikes fall out, to be replaced by new spikes that grow out from beneath the old ones.
Sapphire
SANDSLASH can roll up its body as if it were a ball covered with large spikes. In battle, this POKéMON will try to make the foe flinch by jabbing it with its spines. It then leaps at the stunned foe to tear wildly with its sharp claws.
Emerald
It curls up in a ball to protect itself from enemy attacks. It also curls up to prevent heatstroke during the daytime when temperatures rise sharply.
FireRed
It is adept at attacking with the spines on its back and its sharp claws while quickly scurrying about.
LeafGreen
Curls up into a spiny ball when threatened. It can roll while curled up to attack or escape.
Diamond
It curls up, then rolls into foes with its back. Its sharp spines inflict severe damage.
Pearl
Stadium 1
Curls into a ball of sharp spikes and rolls into enemies. It is also adept at slashing with its sharp claws.
Stadium 2
In an attempt to hide itself, it will run around at top speed to kick up a blinding dust storm.
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.
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. In double battles, this attack targets the last opponent to hit the user with a Physical attack and cannot hit the user's teammate.