Back to the Pokédex
Official artwork of Clobbopus

#0852

Clobbopus

Gen VIII

Tantrum Pokémon

Fighting

Pokédex entry · Sword

It’s very curious, but its means of investigating things is to try to punch them with its tentacles. The search for food is what brings it onto land.

Height
0.6 m
Weight
4 kg
Base EXP
62
Growth
Medium slow
Catch rate

180/255Easy

Friendship

50/255

Base stats

HP50Attack68Defense60Speed32Sp. Def50Sp. Atk50
HP
50
Attack★
68
Defense
60
Speed
32
Sp. Def
50
Sp. Atk
50

Total 310

Medium

EV yield +1 Attack

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP110157
Attack65132
Defense58123
Speed3392
Sp. Def49112
Sp. Atk49112
Total364728

About Clobbopus

It looks like a small, docile octopus, but it treats everything it sees as a punching bag. It comes ashore in search of food and punches anything that enters its field of vision with its tentacles. Its curiosity isn't matched by much caution: its intelligence is similar to that of a three-year-old child, and it doesn't even flinch when it loses a tentacle, because it can regenerate it.

The design mixes an octopus with a boxer. The orange markings on its head resemble a wrestling mask, while its Fighting typing and habit of throwing punches reinforce the idea. There's also a deliberate contradiction in its anatomy: octopuses are known for their intelligence and for using their tentacles to grab things, which is exactly what this Pokémon isn't good at.

It occupies the first spot in its evolutionary line. It evolves into Grapploct when it levels up while knowing Taunt, so its childish behaviour comes before a form focused on close-quarters combat.

Combat analysis

×2

Weakness

FlyingPsychicFairy
×½

Resistance

BugRockDark

Clobbopus in depth

An octopus that boxes

The design starts with an octopus and a boxer. Its rounded head, short tentacles and orange markings evoke a wrestling mask, but the species avoids portraying the octopus as a particularly capable animal. Pokédex entries emphasise that its intelligence is similar to that of a three-year-old child and that its tentacles frequently come off. The joke lies in reversing two traits associated with the real animal: here, intelligence is limited and the tentacles are mainly used for punching.

The English name combines “clobber”, meaning to hit hard, with “octopus”. The Japanese Tatakko is related to terms associated with hitting, fighting and octopuses, while also retaining the idea of a spoiled child that appears in its category. The mix explains both its Fighting typing and the behaviour described in Galar.

From its Galar debut to a changing movepool

It debuted in the eighth generation alongside Grapploct and kept that evolutionary line in later games. Its movepool changed between generations: the moves learned in the generation of its debut don't match those in later instalments. The central idea, however, remains the same: physical blows, boosting techniques and tools for disrupting the opponent.

That evolution also helps explain its position within the family. The initial form sacrifices speed and power to present a small, clumsy and curious creature; Grapploct develops the same fighting-octopus foundation into a silhouette more specialised for combat.

Technician's narrow niche

Its most usable combination brings together Technician, Octolock and team support. Octolock has a power of 60 and, as a relatively weak move, fits the Ability's effect. The forced-switch effect becomes more valuable when the field is already loaded with entry hazards, because every switch makes the opponent take that extra wear.

In Little Cup, a defensive spread can give it time to use Bulk Up or force out an opponent that has accumulated boosts. Taunt prevents certain defensive plays and is also necessary for it to evolve. Rest, Protect and Endure can help it stretch out turns, although the species' slow pace leaves plenty of opportunities for the opponent.

What leaves it behind

The problem isn't a lack of moves. It has Fighting-type attacks such as Brick Break, Submission, Superpower and Close Combat, as well as Water options like Waterfall, Dive and Liquidation. The problem is that its stats don't turn that movepool into a constant threat. With 32 Speed, it acts after almost any attacker, and its 50 HP together with 50 Special Defense means it can't take special hits comfortably.

Fighting improves its matchups against Normal, Ice, Rock, Dark and Steel, but Ghost-type Pokémon nullify its two main STAB moves. Flying, Psychic and Fairy also put it under pressure with ease. That's why, in a normal playthrough, it works better as a physical attacker during the early stages, when it can still take advantage of its pending evolution and support moves, than as the centrepiece of a team. Its tentacles regenerate; its stat shortcomings don't.

TCG cards

0%