monball.net
1·0/6
Back to dex

Annihilape

Annihilape
FightingGhost

Height 1.2 m·Weight 56.0 kg

Base stats

HP
110
Atk
115
Def
80
SpA
50
SpD
90
Spe
90
Total535

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Vital Spirit

    immune to sleep

  • Inner Focus

    The Pokémon's intense focus prevents it from flinching or being affected by Intimidate.

  • Defiant

    Attack +2 whenever a foe lowers its stats

Learnable moves

75 moves
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • attacks 2-3 turns, then user is confused

    Power120Acc.100PP12
    Contact
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • must recharge next turn

    Power150Acc.90PP8
  • target's Defense −2

    PowerAcc.85PP20
    Sound
  • user's crit stage +2 (50%)

    PowerAcc.PP20
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • target's Speed −2

    PowerAcc.100PP12
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • confusion · target's Attack +2

    PowerAcc.85PP16
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • target repeats its last move for 3 turns

    PowerAcc.100PP8
  • attacks 3 turns · no one can sleep meanwhile

    Power90Acc.100PP12
    Sound
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • cuts the target's HP down to the user's HP

    PowerAcc.100PP8
    Contact
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • 10% chance: burn

    Power75Acc.100PP16
    ContactPunch
  • sun for 5 turns

    PowerAcc.PP8
  • user's Sp. Atk −2

    Power130Acc.90PP8
  • rain for 5 turns

    PowerAcc.PP8
  • Power80Acc.100PP16
    Ball & bomb
  • 10% chance: paralysis

    Power75Acc.100PP16
    ContactPunch
  • 10% chance: paralysis

    Power90Acc.100PP16
  • 30% chance: paralysis · never misses in rain

    Power110Acc.70PP12
  • 10% chance: freeze

    Power75Acc.100PP16
    ContactPunch
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • [Priority -5] returns 2× physical damage taken · fails if not hit physically

    PowerAcc.100PP20
    Contact
  • fixed damage equal to the user's level

    PowerAcc.100PP20
    Contact
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • confusion

    Power100Acc.50PP8
    ContactPunch
  • crit stage +1 (12.5%)

    Power100Acc.80PP8
    Contact
  • [Priority -3] fails if the user takes damage this turn

    Power150Acc.100PP20
    ContactPunch
  • breaks the target's screens

    Power75Acc.100PP16
    Contact
  • user's Attack/Defense +1

    PowerAcc.PP20
  • user's Defense/Sp. Def −1

    Power120Acc.100PP8
    Contact
  • restores 1/2 of damage dealt

    Power75Acc.100PP12
    ContactPunch
  • [Priority +1]

    Power40Acc.100PP20
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • always a critical hit

    Power60Acc.100PP12
    Contact
  • target's Speed −1

    Power65Acc.100PP20
    Contact
  • allies' Attack/Defense +1

    PowerAcc.PP12
  • 30% chance: poison

    Power80Acc.100PP20
    Contact
  • 30% chance: poison

    Power120Acc.80PP8
  • also hits targets underground

    Power100Acc.100PP12
  • Dig

    turn 1: digs underground, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • target's Speed −1

    Power60Acc.100PP20
  • last move failed: power ×2

    Power75Acc.100PP12
    Contact
  • no held item: power ×2

    Power55Acc.100PP16
    Contact
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • user switches out after attacking

    Power70Acc.100PP20
    Contact
  • 30% chance: flinch

    Power75Acc.90PP12
  • target's Speed −1

    Power60Acc.95PP16
  • crit stage +1 (12.5%)

    Power100Acc.80PP8
  • sets floating rocks on the foes' side · damages Pokémon switching in

    PowerAcc.PP20
  • grounds the target · Ground-type moves can hit it

    Power50Acc.100PP16
  • fixed damage equal to the user's level

    PowerAcc.100PP16
  • Ghost type: pays 1/2 max HP to make the target lose 1/4 max HP each turn · others: Speed −1, Attack/Defense +1

    PowerAcc.PP12
  • target's last move: −4 PP

    PowerAcc.100PP12
  • 20% chance: target's Sp. Def −1

    Power80Acc.100PP16
    Ball & bomb
  • Power60Acc.Sure-hitPP20
    ContactPunch
  • !

    crit stage +1 (12.5%)

    Power70Acc.100PP16
    ContactSlicing
  • turn 1: evades · turn 2: attacks · hits through protection

    Power90Acc.100PP12
    Contact
  • !

    power +50 per hit taken (max 350) · resets on switch

    Power50Acc.100PP12
    ContactPunch
  • attacks 2-3 turns, then user is confused

    Power120Acc.100PP12
    Contact
  • steals the target's item · not if the user holds one

    Power60Acc.100PP20
    Contact
  • hits 6 times

    PowerAcc.100PP12
  • target can't use the same move twice in a row

    PowerAcc.100PP16
  • target can use only damaging moves for 3 turns

    PowerAcc.100PP20
  • target already damaged this turn: power ×2

    Power60Acc.100PP12
    Contact
  • throws the held item · power and effect depend on the item

    PowerAcc.100PP12
  • crit stage +1 (12.5%)

    Power70Acc.100PP20
    ContactSlicing
  • target can't use sound moves for 2 turns

    Power80Acc.100PP16
    Contact
  • stats lowered this turn: power ×2

    Power75Acc.100PP8
    Contact