All Pokémon | « Strixlan | Mambar | Boomrslang » |
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Phoenixdex Pokémon | « Strixlan | Mambar | Boomrslang » |
Accolanto-Calivera Pokémon | « Strixlan | Mambar | Boomrslang » |
Mambar
Classification
The Bar Snake Pokémon
- Accolanto-Calivera #50
- National #948
Damage Taken*
×4: | N/A |
---|---|
×2: | Ground Psychic |
×1: | Dark Dragon Electric Fire Flying Ghost Ice Normal Rock Steel Water |
×0.5: | Bug Fairy Fighting Grass Poison |
×0.25: | N/A |
×0: | N/A |
Abilities
- Sturdy
- It cannot be knocked out with one hit.
- Rattled hidden ability
- Some move types scare it and boost its Speed stat.
Base Stats (290 total)
HP: 30 | |
---|---|
Attack: 40 | |
Defense: 66 | |
Sp. Atk: 35 | |
Sp. Def: 35 | |
Speed: 84 |
Size
- Height: 3'3" / 1 m
- Weight: 10.7 lbs / 4.9 kg
Breeding Info
Gender Ratio
50% male / 50% female
Egg Groups
Tags
[?]Evolutionary Family
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Flavor Info
Pokédex Entries
Mambar are extremely timid Pokémon and will freeze up at the first sign of trouble. They reflexively straighten out in an instant when frightened, and their special, metal-like scales make their bodies rigid and very hard to damage. As soon as the scary thing is gone Mambar will relax and slither away at high speed.
Mambar are notoriously difficult to train—they rarely use their potent venomous bite even when provoked, preferring to freeze in fear instead. Their peculiar defensive behavior is well-known, however, and has become a euphemism in Zencalian popular culture.
Additional Info
Mambar are actually fairly popular among Accolantian troublemakers—young ne'er-do-wells see it as both a cool poisonous Pokémon and, when that fails to impress because Mambar are about as menacing as a soggy tissue, a handy blunt implement useful for causing property damage and threatening other kids.
Name Origin
mamba + bar
Locations
Accolanto | South Jadewing Forest |
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Level-Up Moves
Level | Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|---|
1 | Harden | Normal | Other | — | —% | 30 | The user stiffens all the muscles in its body to raise its Defense stat. |
6 | Poison Sting | Poison | Physical | 15 | 100% | 35 | The user stabs the target with a poisonous stinger. This may also poison the target. |
11 | Protect | Normal | Other | — | —% | 10 | Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
13 | Bite | Dark | Physical | 60 | 100% | 25 | The target is bitten with viciously sharp fangs. This may also make the target flinch. |
18 | Endure | Normal | Other | — | —% | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
23 | Chip Away | Normal | Physical | 70 | 100% | 20 | Looking for an opening, the user strikes consistently. The target’s stat changes don’t affect this attack’s damage. |
25 | Poison Fang | Poison | Physical | 50 | 100% | 15 | The user bites the target with toxic fangs. This may also leave the target badly poisoned. |
30 | Iron Defense | Steel | Other | — | —% | 15 | The user hardens its body’s surface like iron, sharply raising its Defense stat. |
35 | Toxic | Poison | Other | — | 90% | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
37 | Iron Tail | Steel | Physical | 100 | 75% | 15 | The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. |
42 | Coil | Poison | Other | — | —% | 20 | The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy. |
47 | Poison Jab | Poison | Physical | 80 | 100% | 20 | The target is stabbed with a tentacle or arm steeped in poison. This may also poison the target. |
TM/HM Moves
# | Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|---|
006 | Toxic | Poison | Other | — | 90% | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
009 | Venoshock | Poison | Special | 65 | 100% | 10 | The user drenches the target in a special poisonous liquid. This move’s power is doubled if the target is poisoned. |
010 | Hidden Power | Normal | Special | 60 | 100% | 15 | A unique attack that varies in type depending on the Pokémon using it. |
011 | Sunny Day | Fire | Other | — | —% | 5 | The user intensifies the sun for five turns, powering up Fire-type moves. |
017 | Protect | Normal | Other | — | —% | 10 | Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
018 | Rain Dance | Water | Other | — | —% | 5 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
021 | Frustration | Normal | Physical | * | 100% | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. |
027 | Return | Normal | Physical | * | 100% | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
028 | Dig | Ground | Physical | 80 | 100% | 10 | The user burrows, then attacks on the next turn. It can also be used to exit dungeons. |
032 | Double Team | Normal | Other | — | —% | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
034 | Sludge Wave | Poison | Special | 95 | 100% | 10 | The user strikes everything around it by swamping the area with a giant sludge wave. This may also poison those hit. |
036 | Sludge Bomb | Poison | Special | 90 | 100% | 10 | Unsanitary sludge is hurled at the target. This may also poison the target. |
042 | Facade | Normal | Physical | 70 | 100% | 20 | An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
044 | Rest | Psychic | Other | — | —% | 10 | The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. |
045 | Attract | Normal | Other | — | 100% | 15 | If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
046 | Thief | Dark | Physical | 60 | 100% | 25 | The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. |
048 | Round | Normal | Special | 60 | 100% | 15 | The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
084 | Poison Jab | Poison | Physical | 80 | 100% | 20 | The target is stabbed with a tentacle or arm steeped in poison. This may also poison the target. |
087 | Swagger | Normal | Other | — | 85% | 15 | The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. |
088 | Sleep Talk | Normal | Other | — | —% | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
090 | Substitute | Normal | Other | — | —% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. |
100 | Confide | Normal | Other | — | —% | 20 | The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. |
ZC10 | Miasma Terrain | Poison | Other | — | —% | 10 | The user covers the ground under everyone’s feet with noxious fog for five turns. This damages Pokémon on the ground a little every turn. |
ZC51 | Restrain | Dark | Physical | 10 | 90% | 20 | The target is grabbed and squeezed for four to five turns. Holding the target in place makes it easier to catch. |
ZC52 | Berry Share | Normal | Other | — | —% | 10 | The user shares its held Berry with the target. The target is placated by the gift and may be easier to catch. |
ZC53 | Hidden Gift | Normal | Other | — | —% | 10 | A unique attack that varies in effect depending on the Pokémon using it. |
ZC54 | Clear Sky | Normal | Other | — | —% | 5 | The user clears the skies and calms the wind, returning the weather to normal. |
ZC55 | Acid Rain | Poison | Special | 110 | 85% | 10 | The opposing team is drenched in a shower of caustic liquid. The acid may also lower the targets' Sp. Def stats. |
Tutor Moves
Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|
Amaze | Normal | Physical | * | 100% | 15 | The user amazes the foe with its coolness and then attacks. It grows in power the cooler the user is. |
Aqua Tail | Water | Physical | 90 | 90% | 10 | The user attacks by swinging its tail as if it were a vicious wave in a raging storm. |
Bind | Normal | Physical | 15 | 85% | 20 | Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns. |
Breaking Swipe | Dragon | Physical | 60 | 100% | 15 | The user swings its tough tail wildly and attacks opposing Pokémon. This also lowers their Attack stats. |
Brutal Swing | Dark | Physical | 60 | 100% | 20 | The user swings its body around violently to inflict damage on everything in its vicinity. |
Captivate | Normal | Other | — | 100% | 20 | If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat. |
Confound | Normal | Special | * | 100% | 15 | The user confounds the foe with its cleverness and then attacks. It grows in power the cleverer the user is. |
Dazzle | Normal | Special | * | 100% | 15 | The user dazzles the foe with its cuteness and then attacks. It grows in power the cuter the user is. |
Demolish | Normal | Physical | * | 100% | 15 | The user frightens the foe with its toughness and then attacks. It grows in power the tougher the user is. |
Endure | Normal | Other | — | —% | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Enthrall | Normal | Special | * | 100% | 15 | The user enchants the foe with its beauty and then attacks. It grows in power the more beautiful the user is. |
Gastro Acid | Poison | Other | — | 100% | 10 | The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target’s Ability. |
Headbutt | Normal | Physical | 70 | 100% | 15 | The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. |
Iron Defense | Steel | Other | — | —% | 15 | The user hardens its body’s surface like iron, sharply raising its Defense stat. |
Iron Tail | Steel | Physical | 100 | 75% | 15 | The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. |
Natural Gift | Normal | Physical | * | 100% | 15 | The user draws power to attack by using its held Berry. The Berry determines the move’s type and power. |
Secret Power | Normal | Physical | 70 | 100% | 20 | The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. |
Snatch | Dark | Other | — | —% | 10 | The user steals the effects of any attempts to use a healing or stat-changing move. |
Snore | Normal | Special | 50 | 100% | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. |
Trip Up | Dark | Physical | 40 | 100% | 20 | An attack move that causes flinching if used on a target trying to take its turn too early. |
Egg Moves
Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|
Feint | Normal | Physical | 30 | 100% | 10 | An attack that hits a target using Protect or Detect. This also lifts the effects of those moves. |
Feint Attack | Dark | Physical | 60 | —% | 20 | The user approaches the target disarmingly, then throws a sucker punch. This attack never misses. |
Focus Energy | Normal | Other | — | —% | 30 | The user takes a deep breath and focuses so that critical hits land more easily. |
Glare | Normal | Other | — | 100% | 30 | The user intimidates the target with the pattern on its belly to cause paralysis. |
Metal Burst | Steel | Physical | * | 100% | 10 | The user retaliates with much greater power against the target that last inflicted damage on it. |
Poison Tail | Poison | Physical | 50 | 100% | 25 | The user hits the target with its tail. This may also poison the target. Critical hits land more easily. |
Pursuit | Dark | Physical | 40 | 100% | 20 | An attack move that inflicts double damage if used on a target that is switching out of battle. |