Last updated: 2026-07-27

Related Pokemon
The Pokémon’s Normal-type moves become Ice-type moves and their power is boosted by 20%.
Summons snow for 5 turns when the Pokémon enters a battle.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Snow Lead
Snow weather + Aurora Veil + Stealth Rock.
Aurorus
| HP | 230 | 32 | |
|---|---|---|---|
| Atk↓ | 87 | - | |
| Def↑ | 136 | 32 | |
| SpA | 121 | 2 | |
| SpD | 112 | - | |
| Spe | 78 | - |
Max HP/Def EVs, Hazard setter build using ability to change weather and set Aurora Veil/Stealth Rock — Aurorus build. Focus Sash reliably tanks one hit to safely shape the board.
Brought out as a lead, Main role: deploying Aurora Veil and Stealth Rock to ease team aces' battles. With high bulk and Focus Sash to guarantee action, it deploys allies in advantageous situations as a role.
Type
Category
Target
Properties
56 / 56
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| 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. | |
| Hyper Voice | Normal | Spec | 90 | 100 | 12 | Sound | All Foes | An ordinary attacking move. |
| 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. |
| Weather Ball | Normal | Spec | 50 | 100 | 12 | Ball | 1 Foe | When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type. |
| 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. |
| Encore | Normal | Stat | - | 100 | 8 | 1 Foe | Gives the target the Encore status. | |
| 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. | |
| 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. | |
| 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. | |
| Chilling Water | Water | Spec | 50 | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 1 stage. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Thunder | Electric | Spec | 110 | 70 | 12 | 1 Foe | Has a 30% chance of paralyzing the target. This move never misses in rain. Its accuracy is 50% in harsh sunlight. It can hit a target that has the Sky-High status. | |
| Thunderbolt | Electric | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of paralyzing the target. | |
| Discharge | Electric | Spec | 80 | 100 | 16 | All | Has a 30% chance of paralyzing targets. | |
| Thunder Wave | Electric | Stat | - | 90 | 20 | 1 Foe | Paralyzes the target. | |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance of making targets flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Rock Blast | Rock | Phys | 25 | 90 | 12 | Ball | 1 Foe | The user attacks 2 to 5 times in a row. |
| Meteor Beam | Rock | Spec | 120 | 90 | 12 | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. The user’s Sp. Atk stat is boosted by 1 stage on the turn this move is used. | |
| Ancient Power | Rock | Spec | 60 | 100 | 8 | 1 Foe | Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage. | |
| Stealth Rock | Rock | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Stealth Rock status. | |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Summons a sandstorm for 5 turns. |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Earth Power | Ground | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Mud Shot | Ground | Spec | 55 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Ice Spinner | Ice | Phys | 80 | 100 | 16 | Contact | 1 Foe | Removes any terrain. |
| Avalanche | Ice | Phys | 60 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn. |
| Icicle Spear | Ice | Phys | 25 | 100 | 20 | 1 Foe | The user attacks 2 to 5 times in a row. | |
| Blizzard | Ice | Spec | 110 | 70 | 8 | Wind | All Foes | Has a 10% chance of freezing targets. This move never misses in snow. |
| Ice Beam | Ice | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of freezing the target. | |
| Freeze-Dry | Ice | Spec | 70 | 100 | 20 | 1 Foe | This move is also super effective against Water-type Pokémon. | |
| Icy Wind | Ice | Spec | 55 | 95 | 16 | Wind | All Foes | Lowers targets’ Speed stats by 1 stage. |
| Snowscape | Ice | Stat | - | - | 8 | Whole Field | Summons snow for 5 turns. | |
| Aurora Veil | Ice | Stat | - | - | 20 | Ally Side | Gives the user’s side the Aurora Veil status for 5 turns. This move can be used only in snow. | |
| Haze | Ice | Stat | - | - | 20 | Whole Field | Eliminates every stat change on the entire field. | |
| 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. | |
| Mirror Coat | Psychic | Spec | - | 100 | 20 | Special | The user retaliates to deal double the damage it took from an opponent’s special move during the turn this move is used. | |
| Calm Mind | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | |
| 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. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Outrage | Dragon | Phys | 120 | 100 | 12 | Contact | Random Foe | The user gains the Rampaging status. |
| Dark Pulse | Dark | Spec | 80 | 100 | 16 | Pulse | 1 Foe | Has a 20% chance of making the target flinch. |
| Iron Tail | Steel | Phys | 100 | 75 | 16 | Contact | 1 Foe | Has a 30% chance of lowering the target’s Defense stat by 1 stage. |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Flash Cannon | Steel | Spec | 80 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Boosts the user’s Defense stat by 2 stages. |