Game panel pokedefense.com ↗

Loading connects to the original game. Keep this panel open to preserve its session while browsing this guide. Guide language changes do not translate the embedded game.

Open original game in a new tab

If the game stays blank or touch controls fail, open the original game directly.

Scald · Corsola
Signature moves

Scald · Corsola

Scald · Data version 164 · Snapshot date 2026-10-22

CorsolaCorsola
Water

₽1,100Buy the signature move

Learn after reaching the final ordinary form. One signature choice per Pokémon; transformation conditions still apply.

What changes in battle?

Stats & mechanicsBefore learningAfter learning
Damage per hit1747
Single-target DPS26.1572.31
Range120px120px
Seconds per attack0.65s0.65s
Total placement and evolution cost₽600₽1,700
Attack typeWaterWater

Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.

Conditional effects

DetailsBefore learningAfter learning
Incoming-damage vulnerability effect / Attack or effect type—Water
Incoming-damage vulnerability effect / Amount—10%
Incoming-damage vulnerability effect / Duration (s)—1.5

Budget the full build

Corsola₽600
Scald+₽1,100₽1,700

Other choices for this Pokémon

Full battle details

Conditional effects

Attack or effect type
Water
Incoming-damage vulnerability effect › Attack or effect type
Water
Incoming-damage vulnerability effect › Amount
0.1
Incoming-damage vulnerability effect › Duration (s)
1.5
Hit-damage multiplier
2.77

Result

Damage per hit
47
Attack range (px)
120
Seconds between attacks
0.65
Movement-speed reduction (fraction)
0.5
Slow duration (s)
2
Attack or effect type
Water
Can detect hidden Ghost enemies
—
Incoming-damage vulnerability effect › Attack or effect type
Water
Incoming-damage vulnerability effect › Amount
0.1
Incoming-damage vulnerability effect › Duration (s)
1.5

Conditional effects

Sleep is periodic, stun usually needs a successful chance on a hit, and slow reduces movement for its duration. Only the fields present apply. Resisted attack types shorten control and immune types prevent it; super effectiveness does not extend it. Bosses keep crawling under stun or sleep, with wave- and Tower-dependent rules.

Successful hits can make enemies take more damage of a specified type, or from all types. Repeated effects of the same category do not simply stack; type-specific and all-type vulnerability can combine. Check the duration and keep applying temporary effects. Hydro Pump's permanent Suicune debuff is distinct from its armor break.