Komala artwork
#775

Komala

Normal
All data Standard/Form Gen 7

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobDamage dealer

Komala reads as a physical attacker from its current stats.

Speed readSlow

Usually wants Trick Room, protection, or bulky support.

Watch outFighting

These attack types are the first danger check before adding it to a team.

Battle Stats

HP65Atk115Def65Sp.Atk75Sp.Def95Speed65total480
HP 65
Atk 115
Def 65
Sp.Atk 75
Sp.Def 95
Speed 65
Type Check

What scares Komala?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
Fighting
Resists
None
Immune to
Ghost

Abilities / Passives

Stat swing

Comatose

The Pokémon is always drowsing and will never wake up. It can attack while in its sleeping state.

This passive changes stats, so one turn can suddenly become stronger or safer.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

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

Rain Dance
Status · Water Pow - · Acc - · PP 8

The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.

Sunny Day
Field control

Changes the field so some Pokemon become stronger.

Swords Dance
Status · Normal Pow - · Acc - · PP 20

A frenetic dance to uplift the fighting spirit. This sharply boosts the user's Attack stat.

Calm Mind
Status · Psychic Pow - · Acc - · PP 20

The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats.

Earthquake
Physical · Ground PP 12

The user sets off an earthquake that strikes every Pokémon around it.

Double-Edge
Physical · Normal PP 16

A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Rock Slide
Physical · Rock PP 12

Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Hyper Beam
Special · Normal PP 8

The target is attacked with a powerful beam. The user can't move on the next turn.

Iron Head
Physical · Steel PP 16

The user slams the target with its steel-hard head. Has a 20% chance of making the target flinch.

Knock Off
Physical · Dark PP 20

The user slaps down the target's held item, making it unusable for that battle. This move does more damage if the target has a held item.

Low Kick
Physical · Fighting Acc - · PP 20

A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power.

Rock Tomb
Physical · Rock PP 16

The user hurls boulders at the target to inflict damage. This also lowers the target's Speed stat by cutting off its movement.

Stomping Tantrum
Physical · Ground PP 12

Driven by frustration, the user attacks the target. This move's power is doubled if the user's previous move failed.

Sucker Punch
Physical · Dark PP 8

This move enables the user to attack first. This move fails if the target is not readying an attack.

Bulk Up
Status · Fighting Pow - · Acc - · PP 20

The user tenses its muscles to bulk up its body, boosting its Attack and Defense stats.

Acrobatics
Damage

Used to take knockouts or put enemies into finishing range.

Attract
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (73 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources