Last updated: 2026-07-27

Related Pokemon
When the Pokémon is hit by a contact move, the attacker has its Ability changed to Mummy.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Doubles Iron Defense Body Press
Iron Defense + Body Press + Speed manipulation.
Cofagrigus
| HP | 165 | 32 | |
|---|---|---|---|
| Atk | 70 | - | |
| Def↑ | 216 | 32 | |
| SpA | 115 | - | |
| SpD | 127 | 2 | |
| Spe↓ | 45 | - |
Invests heavily in HP and Defense, Bulky attacker / support build that stays on the field with high physical bulk Cofagrigus build. With Relaxed Nature lowering Speed, Trick Room deploys to create a board where it and slow ally aces can move first.
Trick Room plays the setup role, manipulating ally Speed, and Iron Defense raises its own Defense while Body Press chips opponents. With high bulk and
Leftovers heals tenaciously, and Uses opponents' contact moves to spread the Mummy Ability — viable playstyle.
Type
Category
Target
Properties
54 / 54
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Self-Destruct | Normal | Phys | 200 | 100 | 8 | Explosion | All | The user faints upon using this move. |
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Safeguard | Normal | Stat | - | - | 20 | Ally Side | Gives the user’s side the Safeguard status for 5 turns. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Attract | Normal | Stat | - | 100 | 16 | 1 Foe | Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown. | |
| Mean Look | Normal | Stat | - | - | 8 | 1 Foe | Gives the target the Can’t Escape status. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Speed stat by 2 stages. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Disable | Normal | Stat | - | 100 | 20 | 1 Foe | Gives the target the Move Disabled status for 4 turns. | |
| Energy Ball | Grass | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Giga Drain | Grass | Spec | 75 | 100 | 12 | 1 Foe | The user’s HP is restored by 1/2 of the damage dealt by this move. | |
| Grass Knot | Grass | Spec | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Will-O-Wisp | Fire | Stat | - | 85 | 16 | 1 Foe | Burns the target. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Toxic Spikes | Poison | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Toxic Spikes status. | |
| Haze | Ice | Stat | - | - | 20 | Whole Field | Eliminates every stat change on the entire field. | |
| Body Press | Fighting | Phys | 80 | 100 | 12 | Contact | 1 Foe | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Psychic | Psychic | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Ally Switch | Psychic | Stat | - | - | 16 | Self | The user switches spots with one of its allies. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Wonder Room | Psychic | Stat | - | - | 12 | Whole Field | Gives the entire field the Wonder Room status for 5 turns. Using it again while the Wonder Room status is active ends the Wonder Room status. | |
| Power Split | Psychic | Stat | - | - | 12 | 1 Foe | The user adds its Attack stat to the target’s Attack stat, then splits the total in half for them to share. It does the same with each of their Sp. Atk stats. | |
| Guard Split | Psychic | Stat | - | - | 12 | 1 Foe | The user adds its Defense stat to the target’s Defense stat, then splits the total in half for them to share. It does the same with each of their Sp. Def stats. | |
| Trick Room | Psychic | Stat | - | - | 8 | Whole Field | Gives the entire field the Trick Room status for 5 turns. Using it again while the Trick Room status is active ends the Trick Room status. | |
| Guard Swap | Psychic | Stat | - | - | 12 | 1 Foe | The user swaps the changes to its Defense and Sp. Def stats with the changes to the target’s Defense and Sp. Def stats. | |
| Power Swap | Psychic | Stat | - | - | 12 | 1 Foe | The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target’s Attack and Sp. Atk stats. | |
| Calm Mind | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | |
| Imprison | Psychic | Stat | - | - | 12 | 1 Foe | The user gains the Sealing Off status. | |
| Skill Swap | Psychic | Stat | - | - | 12 | 1 Foe | The user and the target swap their Abilities. | |
| Trick | Psychic | Stat | - | 100 | 12 | 1 Foe | The user and the target swap their held items. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Poltergeist | Ghost | Phys | 110 | 90 | 8 | 1 Foe | This move fails if the target isn’t holding an item. | |
| Phantom Force | Ghost | Phys | 90 | 100 | 12 | Contact | 1 Foe | The user gains the Concealed status on the turn this move is used, then attacks on the following turn. This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. |
| Shadow Claw | Ghost | Phys | 70 | 100 | 16 | ContactCut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Shadow Punch | Ghost | Phys | 60 | - | 20 | ContactPunch | 1 Foe | This move never misses. |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Hex | Ghost | Spec | 65 | 100 | 12 | 1 Foe | This move’s power is doubled if the target has a status condition. | |
| Night Shade | Ghost | Spec | - | 100 | 16 | 1 Foe | Deals 50 HP of damage. | |
| Destiny Bond | Ghost | Stat | - | - | 8 | Self | The user gains the Destiny Bound status. This move fails if used in succession. | |
| Curse | Ghost | Stat | - | - | 12 | Special | The user loses 1/2 of its max HP to give the target the Cursed status. If the user is not a Ghost-type Pokémon, it lowers the user’s Speed stat by 1 stage and raises its Attack and Defense stats by 1 stage. | |
| Confuse Ray | Ghost | Stat | - | 100 | 12 | 1 Foe | Confuses the target. | |
| Thief | Dark | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not already holding an item, it steals the target’s held item. |
| Payback | Dark | Phys | 50 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user attacks after the target. |
| Dark Pulse | Dark | Spec | 80 | 100 | 16 | Pulse | 1 Foe | Has a 20% chance of making the target flinch. |
| Nasty Plot | Dark | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk stat by 2 stages. | |
| Fake Tears | Dark | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. | |
| Memento | Dark | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move. | |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Boosts the user’s Defense stat by 2 stages. |