#0353:
Shuppet

Types:
Ghost
Size:
0.61m, 2.31kgGrass Knot: 20
Frisk,
Cursed Body,
Prankster (H)
Base Stats:
HP:
44
Attack:
75
Defense:
35
Sp.Atk:
63
Sp.Def:
33
Speed:
45
Total:
295
Locations:
Name
Method
Level
Chance
Lost Tower - 1F
Walking
30
20%
Lost Tower - 2F
Walking
30
20%
Lost Tower - 3F
Walking
30
20%
Lost Tower - 4F
Walking
30
20%
Lost Tower - 5F
Walking
30
20%
Old Chateau
Walking
18
10%
Additional Info:
Wild Held Items:
5%: Spell Tag
Egg Groups:

Amorphous
Gender ratio:
50.20% male, 49.80% female
Catch Chance:
225
Locations:
Name
Method
Level
Chance
Lost Tower - 1F
Walking
30
20%
Lost Tower - 2F
Walking
30
20%
Lost Tower - 3F
Walking
30
20%
Lost Tower - 4F
Walking
30
20%
Lost Tower - 5F
Walking
30
20%
Old Chateau
Walking
18
10%
Moves learnt via level-up
1
Knock Off
Dark

Power
65
Accuracy
100
PP
32
The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item.
1
Screech
Normal

Accuracy
85
PP
64
An earsplitting screech harshly lowers the target’s Defense stat.
1
Spite
Ghost

Accuracy
100
PP
16
The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
7
Night Shade
Ghost

Power
1
Accuracy
100
PP
24
The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level.
10
Disable
Normal

Accuracy
100
PP
32
For four turns, this move prevents the target from using the move it last used.
13
Shadow Sneak
Ghost

Power
40
Accuracy
100
PP
48
The user extends its shadow and attacks the target from behind. This move always goes first.
16
Will-O-Wisp
Fire

Accuracy
85
PP
24
The user shoots a sinister flame at the target to inflict a burn.
19
Pain Split
Normal

Accuracy
--
PP
32
The user adds its HP to the target’s HP, then equally shares the combined HP with the target.
19
Feint Attack
Dark

Power
60
Accuracy
--
PP
32
The user approaches the target disarmingly, then throws a sucker punch. This attack never misses.
22
Hex
Ghost

Power
65
Accuracy
100
PP
16
This relentless attack does massive damage to a target affected by status conditions.
25
Curse
Ghost

Accuracy
--
PP
16
A move that works differently for the Ghost type than for all other types.
28
Shadow Ball
Ghost

Power
80
Accuracy
100
PP
24
The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.
31
Role Play
Psychic

Accuracy
--
PP
16
The user mimics the target completely, copying the target’s Ability.
34
Sucker Punch
Dark

Power
70
Accuracy
100
PP
8
This move enables the user to attack first. This move fails if the target is not readying an attack.
34
Embargo
Dark

Accuracy
100
PP
24
This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it.
40
Trick
Psychic

Accuracy
100
PP
16
The user catches the target off guard and swaps its held item with its own.
43
Gunk Shot
Poison

Power
120
Accuracy
80
PP
8
The user shoots filthy garbage at the target to attack. This may also poison the target.
46
Grudge
Ghost

Accuracy
--
PP
8
If the user faints, the user’s grudge fully depletes the PP of the opponent’s move that knocked it out.
49
Destiny Bond
Ghost

Accuracy
--
PP
8
After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession.
54
Phantom Force
Ghost

Power
90
Accuracy
100
PP
16
The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself.
Moves learnt via Technical Machine

Calm Mind
Psychic

Accuracy
--
PP
32
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Toxic
Poison

Accuracy
90
PP
16
A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Hidden Power
Normal

Power
60
Accuracy
100
PP
24
A unique attack that varies in type depending on the Pokémon using it.

Sunny Day
Fire

Accuracy
--
PP
8
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Taunt
Dark

Accuracy
100
PP
32
The target is taunted into a rage that allows it to use only attack moves for three turns.

Protect
Normal

Accuracy
--
PP
16
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Rain Dance
Water

Accuracy
--
PP
8
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Dream Eater
Psychic

Power
100
Accuracy
100
PP
24
The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.

Thunderbolt
Electric

Power
90
Accuracy
100
PP
24
A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Thunder
Electric

Power
110
Accuracy
70
PP
16
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

Psychic
Psychic

Power
90
Accuracy
100
PP
16
The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.

Shadow Ball
Ghost

Power
80
Accuracy
100
PP
24
The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.

Double Team
Normal

Accuracy
--
PP
24
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Shock Wave
Electric

Power
60
Accuracy
--
PP
32
The user strikes the target with a quick jolt of electricity. This attack never misses.

Torment
Dark

Accuracy
100
PP
24
The user torments and enrages the target, making it incapable of using the same move twice in a row.

Facade
Normal

Power
70
Accuracy
100
PP
32
This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Rest
Psychic

Accuracy
--
PP
16
The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Attract
Normal

Accuracy
100
PP
24
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Thief
Dark

Power
60
Accuracy
100
PP
40
The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.

Skill Swap
Psychic

Accuracy
--
PP
16
The user employs its psychic power to exchange Abilities with the target.

Endure
Normal

Accuracy
--
PP
16
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Will-O-Wisp
Fire

Accuracy
85
PP
24
The user shoots a sinister flame at the target to inflict a burn.

Payback
Dark

Power
50
Accuracy
100
PP
16
The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.

Flash
Normal

Accuracy
100
PP
32
The user flashes a light that lowers the target’s accuracy. It can also be used to illuminate caves.

Thunder Wave
Electric

Accuracy
90
PP
32
The user launches a weak jolt of electricity that paralyzes the target.

Psych Up
Normal

Accuracy
--
PP
16
The user hypnotizes itself into copying any stat change made by the target.

Dark Pulse
Dark

Power
80
Accuracy
100
PP
24
The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.

Sleep Talk
Normal

Accuracy
--
PP
16
While it is asleep, the user randomly uses one of the moves it knows.

Dazzling Gleam
Fairy

Power
80
Accuracy
100
PP
16
The user damages opposing Pokémon by emitting a powerful flash.

Swagger
Normal

Accuracy
85
PP
24
The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Substitute
Normal

Accuracy
--
PP
16
The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Trick Room
Psychic

Accuracy
--
PP
8
The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Charge Beam
Electric

Power
50
Accuracy
90
PP
16
The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
Moves learnt via breeding

Disable
Normal

Accuracy
100
PP
32
For four turns, this move prevents the target from using the move it last used.

Destiny Bond
Ghost

Accuracy
--
PP
8
After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession.

Astonish
Ghost

Power
30
Accuracy
100
PP
24
The user attacks the target while shouting in a startling fashion. This may also make the target flinch.

Imprison
Psychic

Accuracy
--
PP
16
If opposing Pokémon know any move also known by the user, they are prevented from using it.

Shadow Sneak
Ghost

Power
40
Accuracy
100
PP
48
The user extends its shadow and attacks the target from behind. This move always goes first.

Confuse Ray
Ghost

Accuracy
100
PP
16
The target is exposed to a sinister ray that triggers confusion.

Gunk Shot
Poison

Power
120
Accuracy
80
PP
8
The user shoots filthy garbage at the target to attack. This may also poison the target.

Phantom Force
Ghost

Power
90
Accuracy
100
PP
16
The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself.

Ominous Wind
Ghost

Power
60
Accuracy
100
PP
8
The user blasts the target with a gust of repulsive wind. This may also raise all the user's stats at once.
Moves learnt via Tutor
Snore
Normal

Power
50
Accuracy
100
PP
24
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
Ally Switch
Psychic

Accuracy
--
PP
24
The user teleports using a strange power and switches places with one of its allies.
Spite
Ghost

Accuracy
100
PP
16
The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
Ominous Wind
Ghost

Power
60
Accuracy
100
PP
8
The user blasts the target with a gust of repulsive wind. This may also raise all the user's stats at once.
Magic Room
Psychic

Accuracy
--
PP
16
The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.
Role Play
Psychic

Accuracy
--
PP
16
The user mimics the target completely, copying the target’s Ability.
Magic Coat
Psychic

Accuracy
--
PP
24
Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
Pain Split
Normal

Accuracy
--
PP
32
The user adds its HP to the target’s HP, then equally shares the combined HP with the target.
Trick
Psychic

Accuracy
100
PP
16
The user catches the target off guard and swaps its held item with its own.
Icy Wind
Ice

Power
55
Accuracy
95
PP
24
The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats.
Knock Off
Dark

Power
65
Accuracy
100
PP
32
The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item.
Sucker Punch
Dark

Power
70
Accuracy
100
PP
8
This move enables the user to attack first. This move fails if the target is not readying an attack.
Foul Play
Dark

Power
95
Accuracy
100
PP
24
The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals.
Gunk Shot
Poison

Power
120
Accuracy
80
PP
8
The user shoots filthy garbage at the target to attack. This may also poison the target.
Design based on the application by the Smogon Dex Team, which can be found here.
Specific credits for the full Pokédex application go to Denmark, Glup and A-A-ron from Team Luminescent. Smogon Dex Team credits are as follows:
Zarel, Marty-D, scheibo, KrisXV, Karthik99999, AnnikaCodes, SadisticMystic, pyuk-bot, mia-pi-git, penpexgit, asgdf and jakobw.
This is the only section of the site where external inspiration was used.
