Orthworm artwork
#968

Orthworm

Steel
M-A Standard/Form Gen 9

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 jobFlexible pick

Orthworm reads as a physical attacker from its current stats.

Speed readSlow

Usually wants Trick Room, protection, or bulky support.

Watch outFire, Fighting, Ground

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

Battle Stats

HP70Atk85Def145Sp.Atk60Sp.Def55Speed65total480
HP 70
Atk 85
Def 145
Sp.Atk 60
Sp.Def 55
Speed 65
Type Check

What scares Orthworm?

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
FireFightingGround
Resists
NormalGrassIceFlyingPsychicBugRockDragonSteelFairy
Immune to
Poison

Abilities / Passives

Passive effect

Earth Eater

If hit by a Ground-type move, the Pokémon has its HP restored instead of taking damage.

This is always-on help. Check when it activates before building around it.
Passive effect

Sand Veil

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
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.

Helping Hand
Status · Normal Pow - · Acc - · PP 20

The user assists an ally by boosting the power of that ally's attack.

Earthquake
Physical · Ground PP 12

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

Rock Slide
Physical · Rock PP 12

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

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.

Flash Cannon
Special · Steel PP 12

The user gathers all its light energy and releases it at once. This may also lower the target's Sp. Def stat.

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.

Body Press
Physical · Fighting PP 12

The user attacks by slamming its body into the target. The higher the user's Defense stat, the greater the damage this move deals.

Earth Power
Special · Ground PP 12

The user makes the ground under the target erupt with power. This may also lower the target's Sp. Def stat.

High Horsepower
Physical · Ground PP 12

The user fiercely attacks the target using its entire body.

Hyper Beam
Special · Normal PP 8

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

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.

Body Slam
Damage

Used to take knockouts or put enemies into finishing range.

Bulldoze
Damage

Used to take knockouts or put enemies into finishing range.

Coil
Damage

Used to take knockouts or put enemies into finishing range.

Curse
Damage

Used to take knockouts or put enemies into finishing range.

Dig
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (40 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