Essentials
Abilities
- Snow Cloak
Increases evasion to 1.25× during hail. Protects against hail damage.
Hidden Ability
- Slush Rush
During Hail, this Pokémon has double Speed.
Damage Taken
Pokédex Numbers
- Introduced in
- National
- 27
- Kanto
- 27
- Original Johto
- 48
- Original Hoenn
- 112
- Updated Johto
- 48
- Updated Unova
- 113
- Mountain Kalos
- 97
- New Hoenn
- 117
- Original Alola
- 251
- Original Ula'ula
- 123
- Updated Alola
- 328
- Updated Ula'ula
- 149
Names
- Japanese
- サンド (sando)
- サンド
- Official roomaji
- Sand
- Korean
- 모래두지
- Chinese
- 穿山鼠
- 穿山鼠
- French
- Sabelette
- German
- Sandan
- Spanish
- Sandshrew
- Italian
- Sandshrew
Breeding
Compatibility
Evolution
Baby | Basic | Stage 1 | Stage 2 |
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Sandshrew | Sandslash Level up, starting at level 22 |
Sandshrew Forms
Stats
Pctile | Min IVs | Max IVs | ||
---|---|---|---|---|
HP | 22.7 | 273 | 304 | |
Attack | 48.9 | 218 | 249 | |
Defense | 73.5 | 248 | 279 | |
Special Attack | 0.2 | 88 | 119 | |
Special Defense | 6.2 | 138 | 169 | |
Speed | 17.2 | 148 | 179 | |
Total | 13.4 |
Flavor
Flavor Text
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To protect itself from attackers, it curls up into a ball. It lives in arid regions with minimal rainfall.
It digs deep burrows to live in. When in danger, it rolls up its body to withstand attacks.
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It burrows and lives underground. If threatened, it curls itself up into a ball for protection.
Disliking water, it lives in deep burrows in arid areas. It can roll itself instantly into a ball.
Sandshrew’s body is configured to absorb water without waste, enabling it to survive in an arid desert. This Pokémon curls up to protect itself from its enemies.
Sandshrew has a very dry hide that is extremely tough. The Pokémon can roll into a ball that repels any attack. At night, it burrows into the desert sand to sleep.
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It can roll its body into a ball. It moves through the desert by rolling at high speeds.
It usually makes its home in deserts and arid zones, where rain does not fall. It digs holes to catch Bug-type Pokémon.
It lives in areas of limited rainfall. When danger approaches, it curls up into a ball to protect its soft stomach.
When its skin gets wrinkled from moisture, it heads for a volcano. It lies flat on a spot with a lot of geothermal heat and dries itself out.
Sprites
Height
2'3.6"
0.7 m
Weight
88.2 lb
40.0 kg
Locations
Pal Park
- Area
- Mountain
- Score
- 50
- Rate
- 30
Moves
Ice and Steel moves get STAB, and have their type highlighted in green.
Physical moves better suit Sandshrew's higher Attack, and have their class highlighted in green.
Move | Type | Class | PP | Power | Acc | Pri | Effect | |
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Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Scratch | 35 | 40 | 100% | Inflicts regular damage with no additional effect. |
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— | Defense Curl | 40 | — | — | Raises user's Defense by one stage. |
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3 | Bide | 10 | * | — | 1 | User waits for two turns, then hits back for twice the damage it took. |
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5 | Powder Snow | 25 | 40 | 100% | Has a 10% chance to freeze the target. |
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7 | Ice Ball | 20 | 30 | 90% | Power doubles every turn this move is used in succession after the first, resetting after five turns. |
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9 | Rapid Spin | 40 | 20 | 100% | Frees the user from binding moves, removes Leech Seed, and blows away Spikes. |
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11 | Fury Cutter | 20 | 40 | 95% | Power doubles every turn this move is used in succession after the first, maxing out after five turns. |
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14 | Metal Claw | 35 | 50 | 95% | Has a 10% chance to raise the user's Attack by one stage. |
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17 | Swift | 20 | 60 | — | Never misses. |
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20 | Fury Swipes | 15 | 18 | 80% | Hits 2-5 times in one turn. |
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23 | Iron Defense | 15 | — | — | Raises the user's Defense by two stages. |
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26 | Slash | 20 | 70 | 100% | Has an increased chance for a critical hit. |
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30 | Iron Head | 15 | 80 | 100% | Has a 30% chance to make the target flinch. |
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34 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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38 | Swords Dance | 20 | — | — | Raises the user's Attack by two stages. |
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42 | Hail | 10 | — | — | Changes the weather to a hailstorm for five turns. |
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46 | Blizzard | 5 | 110 | 70% | Has a 10% chance to freeze the target. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
01 | Work Up | 30 | — | — | Raises the user's Attack and Special Attack by one stage each. |
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06 | Toxic | 10 | — | 90% | Badly poisons the target, inflicting more damage every turn. |
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07 | Hail | 10 | — | — | Changes the weather to a hailstorm for five turns. |
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10 | Hidden Power | 15 | 60 | 100% | Power and type depend upon user's IVs. Power can range from 30 to 70. |
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11 | Sunny Day | 5 | — | — | Changes the weather to sunny for five turns. |
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14 | Blizzard | 5 | 110 | 70% | Has a 10% chance to freeze the target. |
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17 | Protect | 10 | — | — | 4 | Prevents any moves from hitting the user this turn. |
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20 | Safeguard | 25 | — | — | Protects the user's field from major status ailments and confusion for five turns. |
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21 | Frustration | 20 | * | 100% | Power increases as happiness decreases, up to a maximum of 102. |
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26 | Earthquake | 10 | 100 | 100% | Inflicts regular damage and can hit Dig users. |
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27 | Return | 20 | * | 100% | Power increases with happiness, up to a maximum of 102. |
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28 | Leech Life | 10 | 80 | 100% | Drains half the damage inflicted to heal the user. |
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31 | Brick Break | 15 | 75 | 100% | Destroys Reflect and Light Screen. |
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32 | Double Team | 15 | — | — | Raises the user's evasion by one stage. |
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40 | Aerial Ace | 20 | 60 | — | Never misses. |
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42 | Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
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44 | Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
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45 | Attract | 15 | — | 100% | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. |
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46 | Thief | 25 | 60 | 100% | Takes the target's item. |
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48 | Round | 15 | 60 | 100% | Has double power if it's used more than once per turn. |
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56 | Fling | 10 | * | 100% | Throws held item at the target; power depends on the item. |
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65 | Shadow Claw | 15 | 70 | 100% | Has an increased chance for a critical hit. |
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70 | Aurora Veil | 20 | — | — | Reduces damage five turns, but must be used during hail. |
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74 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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75 | Swords Dance | 20 | — | — | Raises the user's Attack by two stages. |
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78 | Bulldoze | 20 | 60 | 100% | Has a 100% chance to lower the target's Speed by one stage. |
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79 | Frost Breath | 10 | 60 | 90% | Always scores a critical hit. |
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80 | Rock Slide | 10 | 75 | 90% | Has a 30% chance to make the target flinch. |
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81 | X-Scissor | 15 | 80 | 100% | Inflicts regular damage with no additional effect. |
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84 | Poison Jab | 20 | 80 | 100% | Has a 30% chance to poison the target. |
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87 | Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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88 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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90 | Substitute | 10 | — | — | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. |
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100 | Confide | 20 | — | — | Lowers the target's Special Attack by one stage. |