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Kingellow #1050: Kingellow
Pokémon
#1052: Byaklight Byaklight
File:1051MS.gif
Hasterror
Bound King Pokémon
#1051
Type
Fear Chaos
Unknown
Abilities
Intimidate or Intimidate
Hidden Abilities
Magic Guard
Gender ratio
100% male
Catch rate
30 (3.9%)
Breeding
Egg groups
Humanlike and Amorphous
Hatch time
5355 steps
Height
35'11" 10.95 m
0'0" 0 m
Weight
2204.6 lbs. 1000.0 kg
0 lbs. 0 kg
Base experience yield
221
Leveling rate
Slow
EV yield
Total: 3
0
HP
0
Atk
0
Def
3
Sp.Atk
0
Sp.Def
0
Speed
0
HP
0
Atk
0
Def
0
Sp.Atk
0
Sp.Def
0
Speed
Body style
Unknown
Footprint
Pokédex color
Yellow
Base friendship
70

Hasterror is a Fear/Chaos dual type Pokemon. It evolves from Kingellow if it knows Ritual.

Pokédex entry

Pokédex entry
Hasterror only manifests istelf once Kingellow has learned the necessary ritual to free it from its binds.

Held items

Held item(s)
None This Pokémon cannot be found holding an item.
Common
Uncommon
Rare
Always

Game locations

Availability
None This Pokémon cannot be found in the wild.
Always
Common
Uncommon
Fossil
Rare
Special
Evolve
  • All species are also available through Wonder Trade and Randomizer.

Base stats

Stat Range
At Lv. 50 At Lv. 100
HP: 105
165 - 212 320 - 414
Attack: 65
63 - 128 121 - 251
Defense: 105
99 - 172 193 - 339
Sp.Atk: 125
117 - 194 229 - 383
Sp.Def: 135
126 - 205 247 - 405
Speed: 55
54 - 117 103 - 229
Total: 590   Other Pokémon with this total  
  • Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.
  • Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.


Type effectiveness

Under normal battle conditions, this Pokémon is:
Immune to:
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark ½×
Fairy
Wood
Steam
Magma
Wind
Paper
Rubber
Fear
Tech
Magic
Light
Cosmic
Sound
Food
Zombie
Nuclear
Virus
Cyber
Glass
Plastic
Fabric
Time
Chaos
Divine
Paint
Blood
Greasy
Meme
Crystal
Heart
Shadow
Ogre
Void
Qmarks
Wack
Bone
None
Doubly resistant to:
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark ½×
Fairy
Wood
Steam
Magma
Wind
Paper
Rubber
Fear
Tech
Magic
Light
Cosmic
Sound
Food
Zombie
Nuclear
Virus
Cyber
Glass
Plastic
Fabric
Time
Chaos
Divine
Paint
Blood
Greasy
Meme
Crystal
Heart
Shadow
Ogre
Void
Qmarks
Wack
Bone
None
Resistant to:
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark ½×
Fairy
Wood
Steam
Magma
Wind
Paper
Rubber
Fear
Tech
Magic
Light
Cosmic
Sound
Food
Zombie
Nuclear
Virus
Cyber
Glass
Plastic
Fabric
Time
Chaos
Divine
Paint
Blood
Greasy
Meme
Crystal
Heart
Shadow
Ogre
Void
Qmarks
Wack
Bone
None
Damaged normally by:
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark ½×
Fairy
Wood
Steam
Magma
Wind
Paper
Rubber
Fear
Tech
Magic
Light
Cosmic
Sound
Food
Zombie
Nuclear
Virus
Cyber
Glass
Plastic
Fabric
Time
Chaos
Divine
Paint
Blood
Greasy
Meme
Crystal
Heart
Shadow
Ogre
Void
Qmarks
Wack
Bone
None
Weak to:
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark ½×
Fairy
Wood
Steam
Magma
Wind
Paper
Rubber
Fear
Tech
Magic
Light
Cosmic
Sound
Food
Zombie
Nuclear
Virus
Cyber
Glass
Plastic
Fabric
Time
Chaos
Divine
Paint
Blood
Greasy
Meme
Crystal
Heart
Shadow
Ogre
Void
Qmarks
Wack
Bone
None
Doubly weak to:
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark ½×
Fairy
Wood
Steam
Magma
Wind
Paper
Rubber
Fear
Tech
Magic
Light
Cosmic
Sound
Food
Zombie
Nuclear
Virus
Cyber
Glass
Plastic
Fabric
Time
Chaos
Divine
Paint
Blood
Greasy
Meme
Crystal
Heart
Shadow
Ogre
Void
Qmarks
Wack
Bone
None

By leveling up

By Leveling up
 Level   Move   Type   Cat.   Pwr.   Acc.   PP 
1 Throat Chop Dark Physical 80 100% 15
1 Horoscope Normal Status 0 0% 8
1 Astronomy Cosmic Status 0 0% 15
1 Invoke Dread Fear Status 0 100% 10
1 Sleight of Hand Magic Physical 70 100% 10
1 Ritual Chaos Status 0 0% 5
1 Howl Normal Status 0 0% 40
1 Screech Sound Status 0 90% 40
1 Astonish Ghost Physical 30 100% 15
1 Scary Face Fear Status 0 100% 10
8 Terror Screech Fear Special 65 100% 20
13 Chase Beam Dark Special 40 100% 20
18 Cosmic Power Cosmic Status 0 0% 20
22 Graviton Press Cosmic Special 1 100% 20
27 Star Gaze Cosmic Status 0 0% 5
30 Insanity Chaos Physical 85 75% 2
36 Fear Pulse Fear Special 80 100% 10
40 Curse Ghost Status 0 0% 10
55 Insanity Bolt Fear Special 120 80% 10
61 Ritual Chaos Status 0 0% 5
65 Invocation Chaos Status 0 0% 4
75 Hurricane Flying Special 120 70% 10
80 Yellow Sign Fear Special 95 90% 10
90 Mad Epiphany Chaos Status 0 0% 5
95 Destiny Bond Ghost Status 0 0% 1
97 Fear Itself Fear Special 75 100% 20
  • Bold indicates a move that gets STAB when used by Hasterror
  • Italic indicates a move that gets STAB only when used by an evolution of Hasterror
  • An accuracy of 0 means a move cannot miss, in case of status moves, it targets the user or the entire field.
  • A base power of 1 means that the move deals fixed damage or its base power varies depending on the situation.

By TM

By TM/HM
 TM   Move   Type   Cat.   Pwr.   Acc.   PP 
Arcane Bolt Magic Special 120 85% 5
Ethereal Ray Divine Special 70 90% 10
Pure Fear Fear Special 120 80% 5
Brutal Swing Dark Physical 60 100% 25
Demonic Claws Chaos Physical 35 90% 10
  • Bold indicates a move that gets STAB when used by Hasterror
  • Italic indicates a move that gets STAB only when used by an evolution of Hasterror
  • An accuracy of 0 means a move cannot miss, in case of status moves, it targets the user or the entire field.
  • A base power of 1 means that the move deals fixed damage or its base power varies depending on the situation.

Sprites

Front Back Front shiny Back shiny




Trivia[]

Origin[]

Sets[]

Hasterror set1: offensive

Fear/Chaos type

Magic Guard ability

252spa & 252speed

Naive nature

Items: Life Orb / Swimsuit

Moves:

- Insanity

- Yellow Sign

- Fear Itself

- Hurricane / Graviton Press / Destiny Bond / Insanity Bolt

Usage:

Hasterror has a major advantage over its pre-evo: it hits a lot harder without setupping. This makes Hasterror a more immediate threat than Kingellow. Also itss Magic Guard ability means it can afford to have its offenses boosted by Life Orb without getting any drawback, thus making it hit decently hard for no drawback.

Despite its low atk and no investment, the stab and Life Orb boost make Insanity hit for very respectable damage, being basically as powerful as a Mega Salamence's Double-Edge against any pokemon 4x weak to Chaos and providing very good coverage. The 70 accuracy however makes it risky to use, so it's best left as a last resort to try and smite a pesky opponent that resists Hasterror's other moves.

Yellow Sign is its unique move and it its most spammable one, having decent damage from stab but most of all a very high 70% chance to confuse the enemy. This allows Hasterror to annoy foes that can survive its moves, since a turn wasted on hitting themselves can very likely mean a ko due to Hasterror's offenses since it needs very little prior damage to be able to one-shot with its stabs.

Fear Itself is another Fear move, however it pairs well with Yellow Sign because it can hit Ghost and Zombies, thus rendering them much shakier obstacles.

Finally for the last move there's a few options, depending on its item: if running Swimsuit then Hurricane is a great move to have on a Rain team, with good base power and another effect to confuse the enemy.

Graviton Press is a niche move, but can be useful against some heavy pokemons, mostly some cosmic monsters (which tend to be as heavy as they are big >_>).

Insanity Bolt is Hasterror's strongest move, gaining stab and having a high base power. Te 80 accuracy however is not great, and having lots of moves with low accuracy can end up making Hasterror too unreliable (it cannot afford to tank much -_-).

Finally Destiny Bond can be used if predicted well to finish a bothersome opponent that Hasterror might no be able to deal with on its own.

252spa & 252speed with a Naive nature maxximize Hasterror's speed and offenses while also leaving its atk untouched to profit from Insanity's stab. However keep in mind that even with its speed maximized Hasterror can barely be faster than base 100 pokemons, so that is something to keep firmly in mind when playing it. However if on a Rain team Swimsuit can boost Hasterror's speed, enabling it to outrun anything apart from very speedy pokemons like Achillesder. Life Orb does not damage Hasterror, so it can be spammed freely to gain extra damage on all its moves, including Insanity.

Team options:

Hasterror can hit decently hard and its moves are difficult to deal with, since its stabs have options to hit nearly everything at least neutrally. However it struggles greatly to face faster foes as its bulk when uninvested cannot handle supereffective hits. So pokes that can tank hits and retaliate like MetalEtemon, Shubniggurother etc are great teammates for Hasterror.

If using Swimsuit to patch its speed (and to look prettier >_>) then having teammates with Drizzle or at least some reliable Rain summon method is crucial. Also keep in mind that the speed gained comes at the cost of the power provided by Life Orb, so its moves and most importantly Insanity will hit significantly less hard.

Enemy setupper can also be troublesome, though Yellow Sign's confusion can help in weakening them enough to put them into ko range from Insanity or one of Hasterror's Fear stabs.

Hasterror set2: setupper

Fear/Chaos type

Intimidate ability

252hp & 176spatk & 80speed

any neutral nature

Items: Power Herb

Moves:

- Insanity

- Yellow Sign

- Fear Itself

- Ritual

Usage:

Despite its unfortunate Chaos typing riddling Hasterror with weaknesses, its bulk is very good when factoring Intimidate and its naturally high spdef.

This enables Hasterro to survive at least 1 supereffective hit, which is all it needs to use Ritual and become a sweeping machine.

Ritual is one of the best boosting moves in the game, doubling atk, spa and speed and basically fixing all the stats Hasterror needs to become significantly harder to stop.

Insanity gets a much better powerup via Ritual than Life Orb, thus managing to obliterate anything that its Fear stabs have trouble of breaking. Yellow Sign and Fear Itself provide a good duo to profit from Hasterror's stab and strike the enemies hard after a Ritual boost.

80 speed are necessary to outspeed anything with 150speed or lower (aka 99,9% of the pokes), while the maxed hp ensure that Hasterror can live through 1 of an unboosted enemy's strike, with the rest put into spa. Since this set actually needs all of its stats it's forced to run a neutral nature :/

Power Herb is necessary to immediately get Ritual's boosts on turn 1.

Intimidate is vital to raise Hasterror's survivability against physical attackers which would otherwise be an issua and enables it to setup against most unboosted physical pokes.

Team options: Hasterror's Intimidate can be useful to support the allies by weakening a physical attacker no matter how fast it is.

Despite its good bulk, Hasterror has trouble facing other setuppers, as an enemy that gets a boost in speed can pose serious troubles. Similarly corrupt orb pokes are huge threats since their boosts to the defenses makes them hard to ohko, thus needing a reliable ally that can deal with corrupt orb pokes.

Fear is a good defensive type and helps patching a bit Chaos's weaknesses, but unfortunately it makes asterror 4x weak to Fear and Light, thus needing some reliable teammates to face those two types before Hasterror is boosted.

The moment to use Ritual is also critical, since Power Herb gives you only 1 chance to boost. Before that Hasterror has to be played safe and at most used to weaken physical attackers via Intimidate before returning back to a wall.

Teammates that can create opportunities to setup like Parting Shot or Memento users are great teammates for Hasterro.

Also since its Fear mvoes are so effective Midnight setters can help it sweep more reliably, though the speed boost given to Zombie types can make that strategy very risky.

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